PENGGUNAAN MEDIA PEMBELAJARAN MONOPOLY GAME OF SMART SAINS DALAM MENINGKATKAN MINAT BELAJAR PESERTA DIDIK PADA MATA PELAJARAN ILMU PENGETAHUAN ALAM DI SEKOLAH DASAR

Ameliya Rahma Saviana, Muhammad Hanief, Devi Wahyu Ertanti

Abstract


Monopoly games of smart science learning media is an interesting method that can help understand and increase interest in learning in science lessons, the ease of using monopoly games of smart science learning media for students can increase student learning interest. The approach and type of research used is classroom action research (CAR). Classroom Action Research (PTK) aims to improve and improve a learning that is carried out by means of repeated cycles, each cycle includes four stages, namely planning, implementation, observation and reflection. From this research there are two faculties: 1). Monopoly Games of Smart Science Learning Media Can Increase Students' Interest in Science Subjects in Class V SDN 01 Banjarejo Ngantang. 2) Learning Media Monopoly Games Of Smart Science To Increase Students' Interest In Science Subjects In Class V SDN 01 Banjarejo Ngantang. The observation results obtained show that the application of monopoly games of smart science learning media can be carried out and implemented well. This is evidenced by the increase in the acquisition of scores when carrying out observations of student activities. While the results of student activity scores in cycle I were 83.75% (good) and increased to 98.6% (very good) in cycle II.


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