THE IMPACT OF ROLE PLAYING WITH SCENARIO DESIGN ON CREATIVE SKILLS AND STUDENT'S ACHIEVEMENT IN SYMBIOSIS CONCEPT

An active and enjoy full in learning such as implementing role playing and creating scenario design product touted as one of effective learning method that provides students alot of activities to solve the challenging problems that involve students' in learning process in the classroom. This re...

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Main Author: Yartini, Tita (Author)
Format: Book
Published: 2014-07-23.
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100 1 0 |a Yartini, Tita  |e author 
245 0 0 |a THE IMPACT OF ROLE PLAYING WITH SCENARIO DESIGN ON CREATIVE SKILLS AND STUDENT'S ACHIEVEMENT IN SYMBIOSIS CONCEPT 
260 |c 2014-07-23. 
500 |a http://repository.upi.edu/15437/1/S_IPSE_1002339_Title.pdf 
500 |a http://repository.upi.edu/15437/2/S_IPSE_1002339_Abstract.pdf 
500 |a http://repository.upi.edu/15437/3/S_IPSE_1002339_Table_of_Content.pdf 
500 |a http://repository.upi.edu/15437/4/S_IPSE_1002339_Chapter1.pdf 
500 |a http://repository.upi.edu/15437/5/S_IPSE_1002339_Chapter2.pdf 
500 |a http://repository.upi.edu/15437/6/S_IPSE_1002339_Chapter3.pdf 
500 |a http://repository.upi.edu/15437/7/S_IPSE_1002339_Chapter4.pdf 
500 |a http://repository.upi.edu/15437/8/S_IPSE_1002339_Chapter5.pdf 
500 |a http://repository.upi.edu/15437/9/S_IPSE_1002339_Bibliography.pdf 
500 |a http://repository.upi.edu/15437/10/S_IPSE_1002339_Appendix.pdf 
520 |a An active and enjoy full in learning such as implementing role playing and creating scenario design product touted as one of effective learning method that provides students alot of activities to solve the challenging problems that involve students' in learning process in the classroom. This research was investigated the impact of Role Playing with Scenario Design on Creative Skills and Student Achievement in Symbiosis Concept. The method which is used in this research was used combination of pre experimental and descriptive method. The sample was taken purposively (n= 21 students) 7th grade in Bilingual Islamic School at Bandung Barat. The quantitative data of this research was gained through objective test, while the qualitative data gathered through rubrics and questionnaire. The research procedures generally are: 1) Preparation study that analyzes literature review that becomes research problem 2) Implementation role playing with scenario design and collecting the data. 3) Analysis and discussions. The analysis of the result in this research, there are significance differences that obtained improvement on students' achievement with normalized gain 0.75 those results categorized into high improvement. Creative skills measured that consist of process and product. Creative skills in process that will be seen during implementing role playing with scenario design while creative skills product that will measure by scenario design product. All of the results are supported with the response of students towards role playing with scenario design as treatment which showed positive response in all indicators. This research indicated that role playing with scenario design as method that can implement in teaching learning process to become meaning full and enjoy full in learning Key words: Role Playing with Scenario Design, creative Skills, Students' Achievement, Symbiosis Dalam belajar diperlukannya seperti menerapkan yang menjadikan siswa aktif dan menikmati pembelajaran. Metode Role Playing dan merancang skenario adalah sebagai salah satu metode pembelajaran yang efektif yang melibatkan siswa memiliki banyak aktivitas untuk memecahkan masalah yang menantang yang melibatkan siswa dalam proses pembelajaran di kelas. Penelitian ini meneliti dampak dari Role Playing engan Skenario Design pada Keterampilan Kreatif dan Prestasi Belajar Siswa di Simbiosis Concept. Metode yang digunakan dalam penelitian ini digunakan kombinasi metode pre eksperimen dan deskriptif. Sampel diambil secara purposive (n=21siswa) kelas 7 di Sekolah Bilingual Islam di Bandung Barat. Data kuantitatif penelitian ini diperoleh melalui tes objektif, sedangkan data kualitatif dikumpulkan melalui rubrik dan kuesioner. Prosedur penelitian pada umumnya adalah: 1) studi Persiapan yang menganalisis literatur yang menjadi masalah penelitian peran 2) Pelaksanaan bermain dengan desain skenario dan mengumpulkan data. 3) Analisis dan diskusi. Analisis hasil dalam penelitian ini, ada perbedaan signifikan yang diperoleh perbaikan pada prestasi siswa dengan normalisasi gain 0.75 hasil tersebut dikategorikan tinggi. Keterampilan kreatif diukur yang terdiri dari proses dan produk. Keterampilan kreatif dalam proses yang akan terlihat selama melaksanakan peran bermain dengan desain skenario sementara produk keterampilan kreatifyang akan mengukur dengan desain produk skenario. Semua hasil yang didukung dengan respon siswa terhadap peran bermain dengan desain skenario sebagai menunjukkan respon positif disemua indikator. Penelitian ini menunjukkan bahwa peran bermain dengan desain skenario sebagai metode yang dapat diterapkan pada proses belajar mengajar menjadi lengkap dan sangat dinikmati siswadalam belajar Kata kunci: Role Playing dengan Skenario Desain, Keterampilan Kreatif, Prestasi Siswa, Konsep Simbiosis 
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690 |a L Education (General) 
690 |a LB Theory and practice of education 
655 7 |a Thesis  |2 local 
655 7 |a NonPeerReviewed  |2 local 
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