IMPROVEMENT OF SCIENCE AND SCIENCE LEARNING OUTCOMES FOR ELEMENTARY SCHOOL STUDENTS IN GRADE III ECOSYSTEM MATERIALS BY USING THE ROLEPLAYING ROLEPLAYING METHOD

Dyta Putri Bahari1, Elly�s Mersina Mursidik2, Reni Sujianti3

Universitas PGRI Madiun1, Universitas PGRI Madiun2, SDN Sobrah Kabupaten Madiun3

[email protected]1 , [email protected]2 , [email protected]3

Keywords

Abstract

Learning Outcomes; IPA; Role Playing Method

Low learning outcomes of grade III students of SDN Sobrah in the subject of science and natural sciences on the material of ecosystem components. Based on initial observations, out of 20 students, only eight could achieve the KKM (Minimum et al.) of 75. This study aims to improve student learning outcomes using the Role Playing learning method. This study uses a Classroom Action Research (CAR) approach with qualitative and quantitative descriptive data analysis methods. Data collection techniques include observation, interviews, and tests.

The study's results showed that the roleplaying method improves roleplaying student learning outcomes. The percentage of learning completion increased from 40% in the pre-cycle stage to 70% in cycle I and reached 85% in cycle II. This increase shows that Role-PlayingRoleplaying effectively provides meaningful learning experiences and encourages active student involvement.

The implications of this study indicate that contextual and interactive learning methods, such as Roleplaying, can be an effective strategy for improving learning outcomes, especially in science and natural sciences subjects with complex materials.

Corresponding Author : Dyta Putri Bahari

E-mail: [email protected]

https://jurnal.syntax-idea.co.id/public/site/images/idea/88x31.png

 

 

INTRODUCTION

Education in Indonesia continues to experience the development of an increasingly complex era. The educational development in Indonesia is marked by changes in the curriculum (Mardalena, 2018). The academic curriculum is dynamic because of the development of the times (Rahmawati et al., 2023). Currently, Indonesia has changed its independent curriculum.

The Independent Curriculum provides freedom for teachers to choose teaching materials and determine teaching strategies to decide on learning models and methods that suit the needs and characteristics of students (Windayanti et al., 2023). The learning of the Merdeka curriculum is based on contextual experiences, and each student can measure their assessment thoroughly (Dewi Anggelia et al., 2022). One form of the Independent curriculum in elementary schools is contained in the Independent curriculum pocketbook, Kemdikbud (2022), namely the merger of science and social studies subjects into Natural and Social Sciences (IPAS) subjects.

IPAS is a science that studies inanimate objects and living things in the universe and studies the forms of interaction between living things related to human life as social beings that can interact with the environment (Qolbu et al., 2022, p. 10343). Through the subject of IPAS, it can improve the ability to think logically, systematically, analytically, creatively, and critically (Ubudiyah, 2023)

Teachers should be able to design engaging learning activities that improve student learning outcomes in the third-grade science subject, one of which is the ecosystem component material. Science and technology learning in elementary schools must be contextual, engaging, motivating, and able to support students' active participation in the learning process (Simanullang et al., 2024).

However, interviews and observations show that in grade III elementary schools in one of the Madiun Regencies, the completeness of learning science in ecosystem component materials is still low, namely around 25% of students who can achieve the minimum completeness criteria (KKM). Based on the results of daily tests, only 5 of the 20 students were able to reach KKM. The KKM in the elementary school for the science and technology subject is 75.

This can happen because sometimes social studies learning could be more interesting to students. After all, the learning process is too passive, and the lecture method is used only. This makes students passive in learning because they can only hear and record explanations from the teacher; the rest can only memorize the material from the lecture method. Based on this, it certainly causes students not to get meaningful learning and can influence learning outcomes.

To overcome these problems, teachers need to use learning methods that are contextual, interesting, and provide learning experiences for students. One of the learning methods suitable for supporting science and science subjects of ecosystem component materials is the roleplaying learning method. The roleplaying method is where students are asked to play roles according to the scenario that has been prepared (Sihaloho et al., 2024).

This roleplaying improves student learning outcomes. Students are invited to bring subject matter into the real world by seeing, hearing, touching, and exploring themselves through roleplaying and engaging in meaningful learning experiences.

This method can increase the learning outcomes of science and ecosystem component materials in grade III elementary school students. To apply this method, invite students to play roles in a rice field ecosystem and divide them into several biotic and abiotic components so that students can tell stories by roleplaying. Roleplaying enables interaction to occur. The roleplaying roleplaying roleplaying makes teaching and learning more enjoyable and increases student learning outcomes.

Based on this background, the formulation of the problem in the study is: 1) How does applying the Role playing method in science lessRoleof ecosystem component materials improve the learning outcomes of grade III students? 2) Is there an effect of applying the Roleplaying method in roleplaying learning outcomes of science and technology of ecosystem component materials in grade III students?

 

RESEARCH METHOD

This research uses Classroom Action Research (PTK). It improves the learning outcomes of IPAS by applying the roleplaying method in roleplaying method to roleplaying materials with the help of teaching aids. The study's subject was a third-grade student of SDN Sobrah, Wungu District, Madiun Regency, who was one of 20 students.

The object of this study is the learning outcomes of science and technology on ecosystem component materials. The data collection technique uses observation, interviews, and tests: Research Instruments, Teacher and student activity observation sheets, and an interview guide.

Evaluation questions are written tests (post-tests) designed according to learning objectives. They measure students' cognitive learning outcomes. The test is carried out by giving post-test questions at the end of each cycle. The purpose of providing this evaluation question test is to discover how learning science by applying the roleplaying method can improve the learning outcomes of science students in grade III.

Meanwhile, observation aims to observe all learning activities carried out by both teachers and students during the learning process. The interview seeks to support the results of observations regarding the description of student characteristics and the application of social science learning before the research is carried out. The data analysis technique used in this study is comparative descriptive analysis. The comparative descriptive analysis technique compares the test score before improvement with the test value between cycles that have been treated (Junaedi et al., 2023, p. 209). The data produced are quantitative and qualitative. The percentage score criteria table will include qualitative data analyzing student activities during the learning process through the roleplaying method and roleplaying on results.�� Meanwhile, the quantitative descriptive data comes from the student learning outcomes described. The student learning outcome test at the end of the meeting is calculated and then presented, and the average class score is calculated.

The implementation procedure in this class action research is carried out in two cycles, where each cycle has four stages, namely the planning, action, observation, and reflection stages (Azizah, 2021). Based on the results of the reflection of the first cycle, it will be determined whether to continue to the second cycle or not. If it continues to cycle II, the research procedure will be the same as the steps in cycle I. The indicator of success in this study is if the number of students who experience learning completion is at least 75% of the number of students in the class.

 

RESULTS AND DISCUSSION

This research was carried out in two cycles, beginning with a pre-cycle. The pre-cycle stage is carried out by the teacher, who only carries out the learning process as usual using conventional learning methods with the lecture method. According to Warsiman (2022), this is because the most critical pre-cycle activity is that teachers or researchers only carry out the learning process as usual, in the sense that the learning process has yet to use the solution model offered.

Researchers collect data from observations, interviews, and pre-cycle evaluations in the pre-cycle stage. The researcher made observations on Monday, August 26, 2024. The observations show that during the learning process in the classroom, teachers still need to use more interesting learning methods, namely only lecture and assignment methods. Teachers are dominant and active during the learning process, while students are passive, only receiving the material taught. Even though the learning materials delivered cannot meet if they are only offered by the lecture method. Ecosystem component material in class III science is one of the complex materials, so a learning method is needed to make students more active and make learning more meaningful so that the learning outcomes of science ecological component material can increase. Teachers have evaluated pre-cycle activities by giving students evaluation questions at the end of learning. The results of the pre-cycle evaluation test are as follows.

Table 1. Pre-Cycle Results

Value (N)

Frequency (F)

NXF

Percentage (100%)

100

1

100

5%

80

7

560

35%

60

8

480

40%

40

3

120

15%

20

1

20

5%

Jul

20

1280

100%

Average score: 64

Graduation Percentage: 40%

 

The test results show that the seashore obtained from pre-cycle activities is 64, with a 40% completeness percentage. Of the 20 students in the class, only eight obtained scores to reach the KKM, and the other 12 students could not achieve it. The KKM set for the IPAS subject is 75. Based on this, the evaluation test results are low, so there is a need for corrective actions to improve the learning outcomes of grade III students in the science subject.

The improvement action will be to apply an enjoyable learning method and support students in learning ecosystem material using roleplaying. This methodroleplayinge for application and can support the learning of science and technology of ecosystem component materials, namely by asking students to play roles according to the scenarios that have been prepared (Sihaloho et al., 2024).

Previous research has also proven that the learning method with roleplaying can improve roleplayingrning outcomes. As done by Magdalena (2018), the results of observation show that with the application of learning with the roleplaying learning metroleplayinglue of students, learning outcomes increase from cycle I and after cycle II with the percentage increase in learning outcomes before cycle 75% to improve with a percentage of 81.2% after cycle I and increase to 93.8% in cycle II.

Cycle I begins with four stages: planning, implementation, observation, and reflection. It will be held on Monday, September 2, 2024. At this planning stage, the researcher prepares learning instruments to be applied, including teaching modules, LKPD, evaluation questions totaling ten questions, and learning media that support learning.

Then, in the implementation stage, the researcher carried out learning activities using the steps contained in the teaching module with the roleplaying method. The roleplaying is the learning steps: (1) the teacher delivers material about the components of the ecosystem. (2) The teacher asked several students to take turns playing the Role of being a component of the ecosystem in the rice fields and lakes with the help of a nametag or an image of an ecosystem component. (3) The teacher and other students identify individuals, populations, communities, ecosystems, and biotic and abiotic components in the rice field and lake ecosystems. (4) The teacher divides students into four heterogeneous groups. (5) students and groups work on LKPD, where in the LKPD discussion questions, students are asked to make a story about the relationship that occurs between components in the rice field ecosystem and demonstrate it in front of the class (6) students present the results of the discussion by roleplaying in front of roleplaying according to the LKPD instructions. (7) The teacher provides confirmation and reinforcement at the end of the discussion to justify the concept of ecosystem component material.

In addition to carrying out learning activities to obtain data, researchers also conduct observations simultaneously. The observations and learning activities that have been carried out have obtained student learning results that show an improvement after being given actions using the roleplaying method. Students are invited to roleplay roleplay into biotic and abiotic components and then interact with the two components.

This activity was carried out by providing evaluation questions for ecosystem component material at the end of learning. Based on the evaluation question test results in the first cycle, the results were obtained as an increase in the learning outcomes of science and technology of ecosystem component material with a percentage of completeness of 70%. The results of the first cycle test are as follows:

 

Table 2. Cycle I Test Results

Value (N)

Frequency (F)

NXF

Percentage (100%)

100

2

200

10%

90

5

450

25%

80

7

560

35%

70

2

140

10%

60

1

60

5%

40

2

80

10%

20

1

20

5%

Jul

20

1.510

100%

Average score: 75.5

Graduation Percentage: 70%

 

Based on the table of learning outcomes of the first cycle, 14 students obtained scores to reach KKM, with two students obtaining a score of 100, 5 students receiving a score of 90, and 7 students receiving a score of 80. Meanwhile, the other six students have not reached the KKM score, with the test results below 75.

There are several weaknesses in its implementation in the cycle I actions that have been carried out, so it is necessary to reflect on improvements in the cycle II process. The disadvantages and weaknesses of the first cycle that was carried out are that the roleplaying method can make activities active so that the class becomes unconducive. There needs to be classroom conditioning that the teacher emphasizes. In addition, the learning results still show that some students still need to obtain scores to reach the KKM. The data shows that the completeness indicator in the first cycle has yet to be achieved. Because the completeness is set when it reaches 75%, while in the first cycle of actions, the percentage obtained only reaches 70%, there is a need for improvement by implementing class actions in the second cycle.

In general, the shortcomings that occur are caused by students who are less orderly and still often do other activities such as talking to themselves with friends during learning and playing stationery, so they ignore the teacher's explanations; as a result, students do not focus on receiving the learning information of the material explained by the teacher to the maximum. This, of course, is one of the obstacles for students in understanding a science learning material, where there are so many science materials that more focus is needed in learning (Alfatonah et al., 2023).

As a result of the findings in the first cycle, the researcher made follow-up efforts that needed to be carried out in the second cycle, namely, increasing the roleplaying method during roleplaying activities and seeking to improve the understanding of the material by making students much more active, providing more intense assistance to students when doing roleplaying activities, and roleplaying in the classroom better than before.

Through the findings of the first cycle of actions, the application of actions by applying the roleplaying method can improve the learning outcomes of science and science students in grade III. However, in its implementation, it is necessary to repeat by making improvements that have been explained so that student learning outcomes can improve and achieve the completeness of the learning set. The improvement of the actions will be carried out in the second cycle, which will be carried out on September 3, 2024. Cycle II is a follow-up activity from the results of the reflection of cycle I, where in cycle I, there are still shortcomings that must be corrected, so cycle II is carried out as a basis to ensure that more accurate data is obtained (Yogi et al., 2023, p. 286). The results of the actions after the implementation of cycle II are as follows:

Table 3. Cycle II Test Results

Value (N)

Frequency (F)

NXF

Percentage (100%)

100

4

400

20%

90

8

720

40%

80

5

400

25%

70

2

140

10%

60

1

60

5%

Jul

20

1.720

100%

Average score: 86

Graduation Percentage: 85%

�����������

The implementation of cycle II has shown positive results, where the percentage of completeness in the learning outcomes of class III science has increased to 85%. The learning outcomes of class III science science have an average score of 86, with 17 out of 20 students achieving the set KKM score of 75. The details of students who achieved completeness were as many as four students got a score of 100, as many as eight students got a score of 90, and as many as five students got a score of 80. Meanwhile, the other students who have yet to complete are three. This can happen when reading questions and working on problems not carefully and understanding the problems being done.

����������� Based on the actions in cycle II, ecosystem component materials can improve students' science and technology learning outcomes by applying the learning method of Roleplaying in the subjeRoleplayingce and technology. This is because, through Role Playing, Students can easily find and understand complex material concepts by discussing them with other students. This method can birth group activity and cooperation in roleplaying to find a maroleplayingept (Zuraidah, 2017). In addition, the improvement of student learning outcomes can occur due to improvement efforts made by researchers at each meeting so that all weaknesses and shortcomings in learning can be appropriately overcome and can make students actively participate in learning and obtain more meaningful learning (Rafianti & Maulana, 2023).

The data analysis shows that learning science and technology of ecosystem component materials using the roleplaying method can improve the learning outcomes of grade III students. This can be seen in the percentage completeness of learning outcomes during cycles I and II. The following is a diagram of the completeness of the learning outcomes of science students in grade III with the application of the roleplaying method.

 

 

 

 

 

Figure 1. Diagram of the Completeness of Social Science Learning Outcomes

The diagram above shows increased student learning outcomes, especially in the cognitive ability of the science and science subject of ecosystem component materials. This study shows that roleplaying learning met Roleplayingrove, the learning outcome of class III science at SDN Sobrah. Students show activity in learning and obtain meaningful learning because students reconstructing their knowledge are actively carried out by roleplayiroleplayingstudroleplayingxcited in following the learning process so that they can affect the improvement of learning outcomes.

RoleplayiRoleplaying metRoleplayingide effective learning has been (Ningrum, 2020). Through roleplayiroleplayingstudroleplayinglay according to a predetermined role where students will imitate the situation or characters that have been determined; in this case, some students have a role as the sun, and some students replay as rice in the rice fields, some students play the Role of water and grasshoppers. Through playing this Role, students can determine each component related to an ecosystem and express behavior, expressions, gestures, and so on. Through this learning method, students can create learning experiences, such as the ability to cooperate, communicate, and interpret an event (Maulidiyah et al., 2022).

The RoleplayiRoleplaying metRoleplayingctively used to improve learning outcomes. Because it can have effects, meanings, and benefits for students in understanding learning material. Learning is effective if it is characterized by the fact that the focus is on actively empowering students. Effective learning is a teaching and learning process that not only focuses on the results achieved by students but also focuses on learning effectiveness that leads to knowledge, intelligence, determination, opportunities, and quality, and can encourage behavior change, and can apply it in students' lives (Ade Husnaeni et al., 2023).

 

CONCLUSION

The roleplayiroleplayingas improved student learning outcomes in science on ecosystem components in class III of SDN Sobrah. This can be seen from the increase in the average student score and the percentage of learning completion from the pre-cycle to cycle I to cycle II. In the pre-cycle stage, the average student score was 64, with a learning completion of 40%. After the action in cycle I, the average score increased to 75.5, with a learning completion reaching 70%. A more significant increase occurred in cycle II, with an average student score reaching 86 and a learning completion of 85%. RoleplayiRoleplayingtudeRoleplayingore active, creative, and involved in learning through direct contextual experiences. Thus, this method is effective in helping students understand the concept of ecosystems more deeply and motivating them to learn in a fun and meaningful way.

 

 

REFERENCE

Ade Husnaeni, Sayekti, S. P., & Mufida, H. (2023). Application of Role Playing Method to Improve Effective Learning in Islamic Cultural History Subjects at TPA Hidayatul Mubtadi'ien. Al-Ilmi Journal: Journal of Islamic Education Research, 3(02), 132�140. https://doi.org/10.47435/al-ilmi.v3i02.2128

Alfatonah, I. N. A., Kisda, Y. V., Septarina, A., Ravika, A., & Jadidah, I. T. (2023). Students' Learning Difficulties in the Science and Technology Subject of the Independent Curriculum Class IV. Journal of Basicedu7(6), 3397�3405. https://doi.org/10.31004/basicedu.v7i6.6372

Azizah, A. (2021). The Importance of Classroom Action Research for Teachers in Learning. Auladuna : Journal of Madrasah Ibtidaiyah Teacher Education Study Program, 3(1), 15�22. https://doi.org/10.36835/au.v3i1.475

Dewi Anggelia, Ika Puspitasari, & Shokhibul Arifin. (2022). The application of the Project-based Learning Model is reviewed from the Independent Curriculum in Developing Learning Creativity in Islamic Religious Education. Al-Thariqah Journal of Islamic Religious Education7(2), 398- 408. https://doi.org/10.25299/al thariqah.2022.vol7(2).11377

Dian Cahya Ningrum. (2020). Thesis On The Application Of The Role Playing Model To Improve The Learning Outcomes Of Grade V Students Of Sd Negeri 2 Kotagajah Lampung Tengah By: Dian Cahya Ningrum NPM. 1601050010.

Istiqomah Ubudiyah, B. R. H. (2023). Application of the Role Playing Method to Improve the Learning Outcomes of Ipas Economic Activity Materials for Class IVC UPTDSDN Demangan 1 Bangkalan Students. INNOVATIVE: Journal Of Social Science Research, 3(2), 4435�4444.

Ministry of Education and Culture. (2022). Independent Curriculum Pocket Book; Q&A.

Mardalena, D. (2018). Application Of The Role Playing Learning Model To Improve Science Learning Outcomes For Grade Vi Elementary School Students. Primary: Journal of Elementary School Teacher Education7(1), 128. https://doi.org/10.33578/jpfkip.v7i1.5345

Maulidiyah, Y., Mubarok, K., & Rahmawati, E. (2022). The Effect of the Role Playing Method on the Learning Outcomes of the Work Subtheme Around Me Grade IV Elementary School Students. Scientific Journal of Mandala Education8(1). https://doi.org/10.58258/jime.v8i1.2754

Rafianti, W. R., & Maulana, J. R. (2023). Improving Activities, Critical Thinking, and Mathematics Learning Outcomes Using the INTAN Model in Class V of SDN Labat Muara. Journal of Elementary School Education and Learning Innovation. https://doi.org/10.24036/jippsd.v7i1

Rahmawati, D. Y., Wening, A. P., Sukadari, S., & Rizbudiani, A. D. (2023). Implementation of the Independent Curriculum in Elementary School Science Subjects. Journal of Basicedu, 7(5), 2873�2879. https://doi.org/10.31004/basicedu.v7i5.5766

Sihaloho, M. S., Sihombing, D. J., & Ginting, Y. A. (2024). Improving The Critical Thinking Skills Of Elementary School Students Through The Application Of The Role Playing Learning Method. ADIBA: JOURNAL OF EDUCATION, 4(3), 544�549.

Simanullang, K., Gultom, V. V., & Syahrial, S. (2024). Increasing Students' Interest in Learning Using the Role-Playing Method in Elementary School Science Learning. Basicedu Journal, 8(2), 1328�1336. https://doi.org/10.31004/basicedu.v8i2.7316

Warsiman. (2022). Classroom Action Research Practice Guide. Media Nusa Creative.

Windayanti, W., Afnanda, M., Agustina, R., Kase, E. B. S., Safar, M., & Mokodenseho, S. (2023). Teachers' Problems in Implementing the Independent Curriculum. Journal on Education, 6(1), 2056�2063. https://doi.org/10.31004/joe.v6i1.3197

Zuraidah, Z. (2017). Application of the Role Playing Method to Improve Student Learning Outcomes in Social Studies Subjects. Anthropos: Journal of Social and Cultural Anthropology, 3(1), 37. https://doi.org/10.24114/antro.v3i1.7496