Efektivitas Metode Role Playing dalam Meningkatkan Hasil Belajar PAI di SMA Sabiluth Thayyib Kota Pasuruan
The Effectiveness of the Role Playing Method in Improving PAI Learning Outcomes at SMA Sabiluth Thayyib Pasuruan City
DOI:
https://doi.org/10.32478/h358ag52Abstract
The quality of learning in the classroom cannot be separated from the role of the teacher. Teachers are required to be creative and innovative in developing learning media, so that students are more enthusiastic in learning activities. This article discusses the effectiveness of the Role Playing learning method on student learning outcomes in Islamic Religious Education (Pendidikan Agama Islam; PAI) subjects at Senior High School (Sekolah Menengah Atas; SMA) Sabiluth Thayyib Pasuruan. This article uses a quantitative approach. The population was all SMA Sabiluth Thayyib students, while the selected samples were Class X.A as the experimental class and Class X.B as the control class. The research results show that the use of the Role Playing method has proven effective in improving student learning outcomes. This is proven by N-Gain Score test on student learning outcomes and obtaining an average score of 69.73% for the experimental class, which is higher than the average student learning outcomes in the control class which was 59.54%.
Kualitas pembelajaran di kelas tidak terlepas dari peran guru. Para guru dituntut untuk kreatif dan inovatif dalam mengembangkan media pembelajaran, agar siswa lebih bersemangat mengikuti pembelajaran. Artikel ini membahas tentang efektivitas metode pembelajaran Role Playing terhadap hasil belajar siswa pada mata pelajaran Pendidikan Agama Islam (PAI) di Sekolah Menengah Atas (SMA) Sabiluth Thayyib Pasuruan. Artikel ini menggunakan pendekatan kuantitatif. Populasinya adalah seluruh siswa SMA Sabiluth Thayyib, sedangkan sampel yang terpilih adalah Kelas X.A sebagai kelas eksperimen dan kelas X.B sebagai kelas kontrol. Hasil penelitian menunjukkan bahwa penggunaan metode Role Playing terbukti efektif dalam meningkatkan hasil belajar siswa. Hal tersebut dibuktikan dengan perhitungan uji N-Gain Score pada hasil belajar siswa dan diperoleh nilai rata-rata 69,73% untuk kelas eksperimen, yang lebih tinggi daripada hasil belajar rata-rata hasil belajar siswa di kelas kontrol yang hanya sebesar 59,54%.
Kata Kunci: Efektivitas; Hasil Belajar Siswa; Metode Role Playing; Pendidikan Agama Islam.
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Copyright (c) 2024 Muchammad Farkhan Nudin, Abu Amar Bustomi
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This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.