PENERAPAN METODE PEMBELAJARAN ROLE PLAYING PADA MATA PELAJARAN ADMINISTRASI HUMAS DAN KEPROTOKOLAN SEBAGAI UPAYA PENINGKATAN KEAKTIFAN DAN HASIL BELAJAR SISWA KELAS XI APK DI SMK PGRI 2 SIDOARJO

SULIKAH , DURINDA PUSPASARI

Abstract


Abstrak

Tujuan dilakukan penelitian adalah untuk mengetahui pengaruh metode pembelajaran role playing terhadap keaktifan belajar siswa dan pengaruh metode pembelajaran role playing terhadap hasil belajar siswa pada mata pelajaran administrasi humas dan keprotokolan siswa kelas XI APK di SMK PGRI 2 Sidoarjo. Desain yang digunakan dalam penelitian adalah penelitian eksperimen kuasi yang berbentuk nonequivalent control group design. Subjek yang digunakan adalah kelas XI APK 1 yang menjadi kelas eksperimen dan XI APK 2 menjadi kelas kontrol. Hasil dari penelitian diketahui rata-rata nilai keaktifan kelas eksperimen 86,86 dan rata-rata nilai keaktifan kelas kontrol 80,17. Uji-t nilai keaktifan thitung sebesar 5,816 sedangkan ttabel adalah 1,989. Hasil tersebut menunjukkan t-test < 0,05, yaitu 0,00 < 0,05 dan thitung (5,816) > ttabel (1,989). Sehingga dapat disimpulkan bahwa Ha1 diterima dan tolak Ho1, yaitu terdapat pengaruh keaktifan belajar siswa setelah menerapkan Metode Pembelajaran Role Playing. Sedangkan rata-rata pre-test kelas eksperimen 64,29 dan kelas kontrol 66,43 ; rata-rata post-test kelas ekserimen 88,93 dan kelas kontrol 81,67 ; sedangkan gain score kelas ekserimen 24,64 dan kelas kontrol 15,24. Uji-t post-test menunjukkan bahwa taraf signifikansi sebesar ,000 (0,00), thitung sebesar 4,882, dan ttabel sebesar 1,982. Hal tersebut diartikan t-test < 0,05 yaitu 0,00 < 0,05 dan thitung (4,882) > ttabel (1,982). Sedangkan hasil uji-t gain score yaitu taraf signifikansi sebesar ,000 (0,00), thitung sebesar 3,827 dan ttabel sebesar 1,982. Hal tersebut diartikan bahwa t-test < 0,05 yaitu 0,00 < 0,05 dan thitung (3,827) > ttabel (1,982), sehingga tolak Ho2 dan terima Ha2. Sehingga dapat disimpulkan bahwa terdapat pengaruh hasil belajar siswa setelah menerapkan Metode Pembelajaran Role Playing pada Mata Pelajaran Administrasi Humas dan Keprotokolan.

Kata Kunci: Metode Pembelajaran Role Playing, Keaktifan Belajar, Hasil Belajar

Abstract

The purpose of the study was to determine the effect of role playing learning methods on student learning activity and the influence of role playing learning methods on student learning outcomes in public relations and protocol administration subjects of class XI APK students at the PGRI 2 SMK Sidoarjo. The design used in the study was a quasi experimental design in the form of nonequivalent control group design. The subjects used were class XI APK 1 which became the experimental class and XI APK 2 became the control class. The results of the study revealed that the average activeness value of the experimental class was 86.86 and the average activity value of the control class was 80.17. The t-test of the activity value of tcount is 5.816 while the ttable is 1.989. These results show the t-test <0.05, which is 0.00 <0.05 and tcount (5.816)> ttable (1.989). So that it can be concluded that Ha1 is accepted and rejected by Ho1, that is, there is an effect of student learning activeness after applying the Role Playing Learning Method. While the average pre-test value of the experimental class is 64.29 and the control class is 66.43; the average post-test value of the experimental class is 88.93 and the control class is 81.67; while the gain score of the experimental class is 24.64 and the control class is 15.24. The post-test t-test showed that the significance level was, 000 (0.00), tcount was 4.882, and ttable was 1.982. This means that the t-test <0.05 is 0.00 <0.05 and tcount (4.882)> ttable (1.982). While the results of the t-test gain score are the significance level of, 000 (0.00), tcount of 3.827 and ttable of 1.982. This means that the t-test <0.05 is 0.00 <0.05 and tcount (3.827)> ttable (1.982), so reject Ho2 and accept Ha2. So it can be concluded that there is an effect of student learning outcomes after applying Role Playing Learning Methods to Public Relations and Protocol Administration.

Keywords:Role Playing Learning Method, Students’ Learning Activity, Learning Outcomes.





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