Abstract

This study determined the effect of the role-playing method on social studies learning outcomes in terms of student learning motivation at SMP Negeri 11 Bengkulu Tengah. This is quantitative quasi-experimental. One experimental group and one control group, consisting of 25 members of classes VII B and VII A, respectively, comprised the population of this study. A straightforward random sample method was used to conduct the sampling. The methods for gathering data such as test, questionnaire, and observation. Statistical data analysis procedures, such as the normality test, homogeneity test, and two-way ANOVA test, are used to manage and analyze data. Based on data analysis from the findings of the research, it can be deduced that the F-count value is 4.702 with a p value of 0.035 based on the “Method” value. It can be inferred that the strategy influences learning results in part since the p value is less than 0.05. The F-count value is 10.885 with a p value of 0.002 based on the “Motivation” value. It can be said that motivation effects learning outcomes to some extent because the p value is less than 0.05. The F-count value, based on the “Method with Motivation” value, is 4.995, and the p value is 0.030. It may be deduced that there is an interaction between the role-playing method and student learning motivation on student learning results because the p value is less than 0.05.

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