Pengaruh Permainan Kartu Domino untuk Meningkatkan Berpikir Kesejarahan Siswa Kelas V SDN Krenceng 1

Frestiuli Meysanti, Encep Supriatna

Abstract


History is a container for developing knowledge of the past that is packaged well. Looking at the current conditions, especially the problems found at the State Elementary School of Krenceng I, it is known that 75% of students like history lessons but do not understand history. So researchers developed the domino card game as a learning medium that has been modified and can be brought into the world of education. This research uses a quantitative approach using the experimental method with a True Experimental design and the research object is fifth-grade students of the State Elementary School of Krenceng I. Data was obtained through a social studies learning outcomes test on the material of the struggle during the Dutch and Japanese colonial periods. The results show that the application of the domino card game as a learning medium has an influence. Based on the results of the T-Test in the Independent T-test, the sig value. (2-tailed) shows a value of 0.000. So it can be concluded that the Independent T-test test data shows a Sig. value <0.05, where the hypothesis Ha is accepted and H0 is rejected, meaning that there is an influence and there are differences between the experimental group and the control group in the application of the domino card game to improve historical thinking in material on the struggles of the Dutch and Japanese colonial periods.

Keywords


Domino Cards; History Learning; Historical Thinking

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DOI: https://doi.org/10.17509/didaktika.v4i1.45202

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