Nela Rofisian
Universitas Widya Dharma

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PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING (PJBL) TERHADAP PEMAHAMAN PEMBELAJARAN IPAS DI SEKOLAH DASAR Adella Shifa Okvita Fiani; Nela Rofisian; Putri Zudhah Ferryka
Walada: Journal of Primary Education Vol. 5 No. 1 (2026): Walada: Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i1.476

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Project- Based Learning (PJBL) terhadap pemahaman pembelajaran IPAS peserta didik pada materi harmoni dalam ekosistem. Penelitian ini menggunakan pendekatan kuantitatif pre eksperimen one group pre-test-post-test. Subjek penelitian adalah peserta didik kelas V SD Negeri 1 Karanganom tahun pelajaran 2025/2026. Teknik pengumpulan data menggunakan tes berupa pretest dan posttest yang telah diuji validitas dan reliabilitasnya. Hasil penelitian menunjukkan bahwa rata-rata nilai posttest kelas eksperimen sebesar 84,00 lebih tinggi dibandingkan dengan kelas kontrol sebesar 72,50. Hasil uji hipotesis menggunakan independent sample t-test menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,035 < 0,05, sehingga H₀ ditolak dan Hₐ diterima. Dengan demikian, dapat disimpulkan bahwa model Project Based Learning (PJBL) berpengaruh positif dan signifikan terhadap pemahaman pembelajaran IPAS peserta didik. Model PJBL dapat dijadikan sebagai alternatif pembelajaran yang efektif dalam meningkatkan pemahaman pembelajaran IPAS di sekolah dasar.
PENGEMBANGAN MEDIA SNAKE BOARD GAME UNTUK MENINGKATKAN BERPIKIR KRITIS PESERTA DIDIK KELAS IV PADA MATERI BAGIAN-BAGIAN TUMBUHAN Dinda Permatasari; Isna Rahmawati; Nela Rofisian
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18714

Abstract

This study was motivated by the low critical thinking skills of fourth-grade students at SD N 2 Planggu and the suboptimal use of interactive learning media in the classroom. The purpose of this study was to develop a snake board game learning medium that is appropriate, practical, and effective in improving students’ critical thinking skills in the IPAS subject. This study is a Research and Development (R&D) project using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 20 fourth-grade students at SD N 2 Planggu. Data collection techniques included interviews, observations, questionnaires, and tests. The research instruments used included an expert validation sheet, a student response questionnaire, and pretest and posttest questions. The data were analyzed using descriptive statistical techniques and N-Gain Score calculations. The results showed that the snake board game was deemed suitable based on validation by practitioner experts (80%), media experts (87.5%), and subject matter experts (97.1%). This medium was also deemed practical because it is easy to operate and capable of creating an active and enjoyable group learning atmosphere. Furthermore, this medium proved effective in enhancing critical thinking skills, as evidenced by the experimental class’s average posttest score of 93.00, which significantly outperformed the control class’s score of 72.40, supported by an average N-Gain of 0.8139 in the high category. Thus, the snake board game is a suitable, practical, and effective innovation for IPAS instruction for elementary school students.