<mets:mets OBJID="eprint_1087" LABEL="Eprints Item" xsi:schemaLocation="http://www.loc.gov/METS/ http://www.loc.gov/standards/mets/mets.xsd http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mets="http://www.loc.gov/METS/" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mets:metsHdr CREATEDATE="2026-07-11T21:45:49Z"><mets:agent ROLE="CUSTODIAN" TYPE="ORGANIZATION"><mets:name>Repository STKIP Widya Yuwana</mets:name></mets:agent></mets:metsHdr><mets:dmdSec ID="DMD_eprint_1087_mods"><mets:mdWrap MDTYPE="MODS"><mets:xmlData><mods:titleInfo><mods:title>PENINGKATAN HASIL BELAJAR PENDIDIKAN AGAMA KATOLIK MELALUI METODE ROLE PLAYING DI SDK SANTO YUSUF MADIUN</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">Berta</mods:namePart><mods:namePart type="family">Elisa</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>ABSTRAK&#13;
Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan siswa dalam &#13;
pembelajaran Pendidikan Agama Katolik yang masih didominasi oleh metode ceramah sehingga siswa cenderung pasif dan hasil belajar belum optimal. Salah satu upaya yang dapat dilakukan untuk mengatasi permasalahan tersebut adalah melalui &#13;
penerapan metode role playing yang menempatkan siswa sebagai subjek aktif dalam pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan metode role playing terhadap hasil belajar siswa pada mata pelajaran &#13;
Pendidikan Agama Katolik di SDK Santo Yusuf Madiun.&#13;
Penelitian ini menggunakan pendekatan kuantitatif dengan desain one-shot case study. Populasi dalam penelitian ini adalah seluruh siswa kelas V SDK Santo Yusuf Madiun, dengan sampel sebanyak 24 siswa yang ditentukan menggunakan &#13;
teknik sampling jenuh. Teknik pengumpulan data menggunakan angket dan tes hasil belajar. Data dianalisis menggunakan statistik deskriptif untuk mengetahui tingkat respon siswa terhadap metode role playing dan hasil belajar siswa setelah &#13;
penerapan metode tersebut.&#13;
Hasil penelitian menunjukkan bahwa penerapan metode role playing memberikan pengaruh positif terhadap hasil belajar siswa. Hal ini ditunjukkan oleh hasil angket yang memperoleh persentase rata-rata sebesar 86,56% dalam kategori tinggi, yang menunjukkan bahwa siswa memberikan respon positif terhadap pembelajaran. Selain itu, hasil tes belajar menunjukkan nilai rata-rata sebesar 84,16 yang berada di atas Kriteria Ketuntasan Minimal (KKM) sebesar 75. Pengaruh &#13;
metode role playing terlihat pada meningkatnya keterlibatan siswa, minat belajar, pemahaman materi, dan pencapaian hasil belajar siswa.&#13;
Kata kunci: Role Playing, Hasil Belajar, Pendidikan Agama Katolik&#13;
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ABSTRACT&#13;
The background of this study is based on the low student learning outcomes &#13;
in Catholic Religious Education caused by the use of conventional teaching &#13;
methods that lack active student involvement. Teacher-centered learning tends to &#13;
reduce students’ motivation and makes it difficult for them to understand the &#13;
material deeply. Therefore, an innovative and interactive learning method is &#13;
needed, one of which is the role playing method.&#13;
The purpose of this study is to determine the effect of the application of the &#13;
role playing method on improving student learning outcomes in Catholic Religious &#13;
Education at SDK Santo Yusuf Madiun.&#13;
This research uses a quantitative approach with a one-shot case study &#13;
design. The study was conducted in one class as the experimental group without a &#13;
control group and without a pretest. Data were collected through learning outcome &#13;
tests and questionnaires, then analyzed using descriptive statistics and the &#13;
Wilcoxon Signed-Rank test to test the hypothesis.&#13;
The results of the study show that the application of the role playing method &#13;
has a positive effect on student learning outcomes. This is proven by the average &#13;
student score of 84.16, which is above the Minimum Completeness Criteria (KKM) &#13;
of 75. In addition, the hypothesis test result shows a significance value of 0.000 &lt; &#13;
0.05, indicating that the hypothesis is accepted. Thus, the role playing method is &#13;
effective in improving student learning outcomes and participation in Catholic &#13;
Religious Education.&#13;
Keywords: Role Playing, Learning Outcomes, Catholic Religious Education</mods:abstract><mods:classification authority="lcc">LCR Catholism Religion Education</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8601">2026-06-19</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>STKIP Widya Yuwana Madiun;Ilmu Pendidikan Teologi</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mets:xmlData></mets:mdWrap></mets:dmdSec><mets:amdSec ID="TMD_eprint_1087"><mets:rightsMD ID="rights_eprint_1087_mods"><mets:mdWrap MDTYPE="MODS"><mets:xmlData><mods:useAndReproduction>
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