Improving Students’ Learning Motivation through Active Learning Using the Role-Playing Method in Civics Education (PPKn) Learning

Authors

  • Eka Rini Wardani SMP Negeri 18 Depok
  • Hegar Harini STKIP Kusuma Negara
  • Saryono Saryono STKIP Kusuma Negara

DOI:

https://doi.org/10.37640/

Keywords:

active learning, learning motivation, role playing

Abstract

This study aims to improve students’ learning motivation in the subject of Pancasila and Civic Education (PPKn) through the application of an Active Learning approach using the Role-Playing method in Grade VII at SMP Negeri 18 Depok. The study employed a Classroom Action Research (CAR) design using the Kemmis and McTaggart spiral model, conducted over three cycles consisting of four stages: planning, action implementation, observation, and reflection. The research subjects were 40 seventh-grade students in the first semester of the 2025/2026 academic year. Data were collected through collaborator observation sheets, learning motivation questionnaires, interviews with collaborators and students, as well as documentation of classroom activities. Data analysis techniques included quantitative descriptive analysis to calculate the average percentage of motivation scores in each cycle, and qualitative descriptive analysis to interpret data from observations, interviews, and field notes. The results showed a consistent increase in students’ learning motivation from 48.3% (pre-cycle) to 71.6% (Cycle I), 76.9% (Cycle II), and 81.4% (Cycle III). The distribution of motivation levels also shifted from predominantly low/moderate to high/very high by the end of the final cycle. Qualitative findings revealed improvements in students’ speaking confidence, cooperation, self-assurance, and understanding of civic values through role-play simulation activities.

Author Biographies

  • Hegar Harini, STKIP Kusuma Negara

    PPKn

  • Saryono Saryono, STKIP Kusuma Negara

    PPKn

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Published

19-01-2026

Issue

Section

Original research