candi borobudur kerajaan di indonesia

PENERAPAN METODE PEMBELAJARAN ROLE PLAYING DAN LEARNING COMMUNITY UNTUK MENINGKATKAN KEAKTIFAN DAN PRESTASI BELAJAR AKUNTANSI SISWA SMK NEGERI 1 BANYUDONO

Wiyudha Alfa Febtiningtyas, Siswandari -, Elvia Ivada

Abstract


ABSTRAK

              Tujuan yang hendak dicapai dalam penelitian ini adalah untuk meningkatkan; (1) Untuk meningkatkan keaktifan siswa kelas XI Akuntansi 1 di SMK Negeri 1 Banyudono melalui penerapan model pembelajaran Role Playing dan Learning Community pada mata peajaran akuntansi; (2) Untuk meningkatkan prestasi belajar siswa kelas XI Akuntansi 1 SMK Negeri 1 Banyudono melalui penerapan model pembelajaran Role Playing dan Learning Community pada mata pelajaran akuntansi. Adapun teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi, wawancara, tes, dan dokumentasi. Berdasarkan hasil penelitian dapat disimpulkan bahwa terdapat peningkatan keaktifan siswa dalam mengikuti segala bentuk kegiatan pembelajaran pada mata pelajaran akuntansi khususnya pada materi mengelola kartu persediaan. Pada siklus 1 keaktifan siswa hanya menunjukkan persentase sebesar 66% oleh peneliti 1. Pada siklus 2 terjadi peningkatan keaktifan siswa menjadi 88% oleh peneliti I. Selain itu juga terdapat peningkatan prestasi belajar siswa yang dilihat dari ketuntasan belajar siswa. Pada siklus 1 sebanyak 56% siswa mendapat nilai diatas KKM yaitu 75 dan pada siklus 2 sebanyak 92% siswa yang memperoleh nilai diatas KKM.

Kata Kunci: Role Playing, Learning Community, Prestasi Belajar, Keaktifan Siswa

 

ABSTRACT

The objectives of this research are to improve: (1) the activeness of the students in Grade XI of Accounting Expertise Program 1 of State Vocational High School 1 of Banyudono through the application of the learning model of the Role Playing and Learning Community in the Accounting subject matter; and (2) the learning achievement in Accounting of the students in Grade XI of Accounting Expertise Program 1 of State Vocational High School 1 of Banyudono through the application of the learning model of the Role Playing and Learning Community in the Accounting subject matter. The data were gathered through observation, in-depth interview, test, and documentation. The results of the research are as follows: 1) There is an improvement in the students’ activeness in all kinds of learning activities in the Accounting subject matter learning particularly on the learning material of Inventory Card Management. Following the treatment, the students’ activeness in all kinds of learning activities is only 66% in Cycle I, and it becomes 88% in Cycle II. 2) There is an improvement in the students’ learning achievement, which is viewed from their minimal learning completeness criteria. Following the treatment, the number of students who obtain the score above the minimal learning completeness criteria, that is, 75 is 56% in Cycle I, and it becomes 92% in Cycle II.

Keywords:      Role Playing, Learning Community, students’ learning achievement, and students’ activeness

Full Text:

PDF

Refbacks

  • There are currently no refbacks.