PENGGUNAAN METODE PERMAINAN ROLL THE CAN UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR PENGUASAAN PART OF SPEECH PADA MATERI DESCRIPTIVE TEXT
Abstract
Abstract: The purpose of this classroom action research is to find out the use of the roll the can game method
can increase activity, mastery learning outcomes part of speech descriptive text material for odd
semester X PPLG 2 class students at SMK Negeri 1 Slawi Tegal Regency for the 2022/2023 academic
year which lasts for 2 cycles. The results of the study can be conveyed that in the initial conditions
many students were still less enthusiastic, less active after using the roll the can game method in cycle
I the activity of students increased. There were 4 students who completed the Pre-Cycle, 28 in Cycle I
and in Cycle II it increased to 31, the class average score of the Pre-Cycle was 54.19, in Cycle I it was
70.89 and it increased to 80.22 in Cycle II. The use of the roll the can game method can increase the
activity and learning outcomes of part of speech mastery in descriptive text material which is evident
in Cycle I, the percentage of students' activeness during learning was 60.71% and increased to 80.95%
in Cycle II. The percentage of students who have completed the Pre-Cycle is 11% to 78% in cycle I
and increases significantly to 86% in cycle II. From the learning outcomes of students in cycle II of
86%, it means that they are above the classical completeness that has been set at 80%.
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