Siti Ma'rufa
Universitas Nahdlatul Ulama Sidoarjo

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PENGARUH MEDIA CONGKLAK DALAM MODEL PROBLEM BASED LEARNING BERBASIS DEEP LEARNING TERHADAP HASIL BELAJAR KPK SISWA KELAS V SEKOLAH DASAR Siti Ma'rufa; Fakhrur Rozy; Muhammad Assegaf Baalwi
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 16 No. 2 (2026): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/6a5xzr44

Abstract

This research is motivated by the low student learning outcomes in the KPK material caused by conventional learning and the lack of use of concrete media. This study aims to determine the effect of the use of congklak media in the PBL model based on deep learning on the KPK learning outcomes of fifth-grade elementary school students. This study uses a quantitative approach with a One Group Pretest-Posttest design. The research sample amounted to 29 selected using saturated sampling techniques. Data were collected through pretest and posttest tests, then analyzed using normality tests and Paired Sample t-tests. The results showed that the average student score increased from 57 in the pretest to 81 in the posttest. The results of the paired sample t-test obtained a significance value of 0.000 <0.05, thus indicating that there is a significant effect of the use of congklak media in the PBL model based on deep learning on the KPK learning outcomes of fifth-grade students of SDN Karangtanjung.
Peningkatan Konsentrasi Belajar Siswa Kelas IV pada Mata Pelajaran Matematika melalui Pembelajaran Teams Games Tournament Siti Ma&#039;rufa; Riski Sugiarto; Machfudzil Asror
Nusantara Educational Review Vol 4 No 1 (2026): Nusantara Educational Review
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/8d5sp907

Abstract

Penelitian ini bertujuan untuk meningkatkan konsentrasi belajar siswa kelas IV di SDN Karangtanjung dengan menerapkan model pembelajaran Teams Games Tournament (TGT) dalam mata pelajaran Matematika. Penelitian dijalankan dalam dua siklus dengan menggunakan pendekatan penelitian tindakan kelas (PTK). Pada siklus I, muncul beberapa keterbatasan, terlihat dari aktivitas guru yang hanya mencapai skor 57,1, sedangkan sebagian besar siswa berada pada kategori konsentrasi rendah hingga sedang. Berdasarkan hasil tersebut, dilakukan perbaikan dalam strategi pembelajaran pada siklus II, yang mencakup pengelolaan kelas yang lebih teratur, instruksi yang lebih jelas, serta penggunaan media pembelajaran berbasis permainan Memory Run. Hasil dari pelaksanaan siklus II menunjukkan peningkatan yang signifikan, di mana skor aktivitas guru mencapai 91,0 dan 28 dari 32 siswa berada pada kategori konsentrasi tinggi. Temuan ini menguatkan bahwa model TGT efektif dalam meningkatkan konsentrasi dan keterlibatan siswa selama proses belajar. Oleh karena itu, penerapan TGT dapat menjadi cara yang efektif untuk menciptakan lingkungan belajar yang interaktif, menyenangkan, dan mampu meningkatkan fokus belajar siswa. This study aimed to improve the learning concentration of fourth-grade students at SDN Karangtanjung by implementing the Teams Games Tournament (TGT) learning model in Mathematics. The study was conducted over two cycles using a classroom action research (CAR) approach. In Cycle I, several limitations were observed: the teacher activity score was only 57.1, and most students fell into the low-to-moderate concentration categories. Based on these results, instructional strategies were refined for Cycle II, incorporating more organized classroom management, clearer instructions, and the use of the "Memory Run" game-based learning medium. The results of Cycle II showed significant improvement; the teacher activity score reached 91.0, and 28 out of 32 students achieved a high level of concentration. These findings confirm that the TGT model is effective in enhancing student concentration and engagement during the learning process. Therefore, implementing TGT serves as an effective method for creating an interactive and enjoyable learning environment that boosts student focus.