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Efektivitas Model Problem Based Learning Berbantuan Video Animasi untuk Meningkatkan Hasil Belajar Pendidikan Pancasila Sekolah Dasar Diyan Muazizah; Hamidaturrohmah Hamidaturrohmah
JGK (Jurnal Guru Kita) Vol. 10 No. 3: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i3.73617

Abstract

Rendahnya capaian belajar peserta didik diindikasikan bersumber dari kurang tepatnya pemilihan serta implementasi model pembelajaran. Riset ini diarahkan untuk mengkaji hasil belajar Pendidikan Pancasila pada siswa kelas V SD Negeri 1 Bulungan melalui penerapan model Problem Based Learning yang diperkaya dengan media video animasi. Mengaplikasikan desain pre-eksperimen dengan pola one group pretest posttest dalam rangkaian analisis kuantitatif, melibatkan 29 siswa sebagai subjek. Hasil riset menunjukkan efektivitas implementasi model Problem Based Learning berbantuan video animasi dalam meningkatkan hasil belajar. Sesudah pelaksanaan posttest, rata rata skor dari 61,0 menjadi 82,8 (kenaikan 21,8 poin), nilai p < 0,001, besar efek Cohen’s d sebesar –1,30, serta penurunan simpangan baku menunjukkan kinerja siswa yang lebih konsisten. Dalam konteks praktik, temuan ini mengindikasikan bahwa pemanfaatan video animasi sebagai penunjang Problem Based Learning dapat menjadi pendekatan baru untuk meningkatkan hasil belajarmencapai 82,8, Dengan demikian, model Problem Based Learning yang terintegrasi dengan video animasi layak dimanfaatkan sebagai strategi pembelajaran untuk mengoptimalkan capaian belajar siswa.
Efektivitas Media Journey Board Game Terhadap Kemampuan Berfikir Kritis Siswa Pada Pendidikan Pancasila Kelas IV Sekolah Dasar Fahmi Maria Ulfa; Hamidaturrohmah Hamidaturrohmah
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 7 No. 2 (2026): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v7i2.6220

Abstract

This study aims to analyze the effectiveness of the Journey Board Game media on fourth-grade students’ critical thinking skills in Pancasila Education. The research employed a quantitative approach with a quasi-experimental nonequivalent control group pretest-posttest design. The sample consisted of 69. Students were divided into experimental and control groups. Data was collected through multiple-choice tests based on indicators of critical thinking. In addition, observations were conducted to examine students’ engagement during the learning process. The data were analyzed using independent sample t-tests for normality, homogeneity. The findings revealed that the data were distributed normally and homogeneous with a significance value of 0.578 > 0.05. Hypothesis testing revealed a significant difference between the two groups with a Sig. (2-tailed) value of 0.006 < 0.05, indicating that H₀ was rejected and Hₐ was accepted. Therefore, the Journey Board Game media is effective in improving students’ critical thinking skills, strengthening conceptual understanding, and fostering a more active, interactive, engaging, and student-centered learning environment. This media also providesmeaningful learning experiences and encourages students to be actively involved in the learning process