Arif Arif
Pendidikan Geografi, Universitas Muhammadiyah Mataram, Indonesia

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Meningkatkan Keterampilan Literasi Peta Menggunakan Game Based Learning Model Pada Siswa Sekolah Menengah Pertama Linna Mahpuzah; Junaidin Junaidin; Arif Arif
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4b (2025): Edisi Khusus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4b.4284

Abstract

Low literacy skills among junior high school students are a problem in geography learning, especially in relation to understanding symbols, scales, and orientation. This study aims to determine the effectiveness of using the Seterra educational game based on Game-Based Learning in improving the map literacy of seventh-grade students at SMP Plus Miftahul Falah. The method used was Classroom Action Research (CAR) based on the Kemmis & Taggart model with three cycles, consisting of planning, action, observation, and reflection. Data were obtained through map literacy tests and observation of learning activities. The results showed an increase in the average student score from 45 on the pretest to 60 in cycle I, 75 in cycle II, 82 in cycle III, and 87 on the posttest. Seterra-based learning also increased student motivation and activity during the learning process. Thus, Seterra proved to be effective as an interactive medium for improving map literacy and is recommended as an alternative to technology-based geography learning.
Implementasi Traditional Games Pantok Lele untuk Meningkatkan Literasi Spasial Skill Siswa pada Pelajaran IPS Terpadu Rizkika Ramadani Subirto; Nurin Rochayati; Arif Arif; Mas’ad Mas’ad
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1584

Abstract

This study aims to improve students’ spatial literacy skills through the implementation of a games-based learning model using the traditional game Pantok Lele. This game is a cultural heritage of the Sasak ethnic group, rich in values of cooperation, sportsmanship, and spatial orientation. The research was conducted at MTs NW Penendem, East Lombok Regency, West Nusa Tenggara, involving 20 students of class VII-A as the research subjects. The method used was Classroom Action Research (CAR) referring to the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection stages conducted in two cycles. Data were collected through observation, tests, and questionnaires, and analyzed using descriptive qualitative and quantitative approaches. The results showed a significant improvement in students’ spatial thinking abilities, with the average pre-test score of 61.05 increasing to 75.45 in the first cycle and reaching 85.95 in the second cycle. The implementation of the Pantok Lele game proved effective in creating an active, collaborative, and enjoyable learning environment. In addition to enhancing spatial skills, this activity also fostered social, cultural, and cooperative values among students. Therefore, traditional game-based learning can be used as an innovative strategy to strengthen spatial literacy while preserving local culture.