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Integrasi Game-Based Learning dan Scratch dalam Pembelajaran IPAS untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar Izzuddin Kafi; A.F. Suryaning Ati MZ; Mochammad Miftahul Huda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2702

Abstract

Amid the shift toward digital and interactive learning encouraged by Indonesia’s Kurikulum Merdeka, the integrated Science and Social Studies (IPAS) subject is still largely taught through lecture-based and memorization methods, leaving abstract material such as light energy difficult for elementary students to grasp. While prior studies have examined Game-Based Learning and Scratch-based media separately, few have investigated their integration within IPAS instruction at the elementary level, a gap this study addresses. This study aimed to describe teacher activity, student activity, and the improvement of IPAS learning outcomes through the application of the Game-Based Learning model assisted by Scratch media in Grade V of MI Muhammadiyah 03 Pucakwangi. This study employed a Classroom Action Research (CAR) approach using the Kemmis & McTaggart model conducted in two cycles, with 23 Grade V students as subjects. Data were collected through tests (pretest and posttest), observation, and documentation, then analyzed descriptively and quantitatively. The results showed that classical learning completeness increased from 56.52% in Cycle I to 86.96% in Cycle II, teacher activity increased from 68.75% to 95.31%, and student activity increased from 62.50% to 85.94%. These findings imply that integrating Game-Based Learning with Scratch media offers a practical, technology-based instructional alternative that strengthens conceptual understanding and active participation, and can serve as a reference model for elementary teachers designing more engaging science instruction. However, the study was limited to a single topic (Light Energy) and depended on access to computers or laptops with a stable internet connection. Therefore, further research is recommended to evaluate the applicability of this model across a broader range of instructional materials, subject areas, and educational levels, as well as to explore the use of the offline version of Scratch in schools with limited access to device and internet connectivity.
Analisis Respon Siswa terhadap Pembelajaran Video Interaktif pada Materi Segitiga Tegar Putra Gemilang; Shevilia Mary Anggeline; Izzuddin Kafi; Mochamad Ainul Yaqin
Pendagogia: Jurnal Pendidikan Dasar Vol 6 No 2: Agustus 2026
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66653/pendagogia.v6i2.286

Abstract

Pembelajaran berbasis video interaktif semakin banyak digunakan di sekolah dasar sebagai upaya meningkatkan kualitas proses belajar. Penelitian ini bertujuan untuk menganalisis respon siswa sekolah dasar terhadap pembelajaran berbasis video interaktif pada materi bangun datar segitiga dalam mata pelajaran Matematika. Penelitian menggunakan pendekatan deskriptif kuantitatif dan dilaksanakan di MI Muhammadiyah 03 Pucakwangi dengan subjek sebanyak 23 siswa kelas V. Data dikumpulkan melalui angket respon siswa yang terdiri dari 15 pertanyaan berdasarkan skala Likert empat pilihan yang mencakup indikator ketertarikan, motivasi belajar, kemudahan memahami materi, dan keterlibatan siswa. Data dianalisis menggunakan perhitungan persentase dan nilai rata-rata, kemudian dikategorikan ke dalam kriteria sangat baik, baik, cukup, dan kurang. Hasil penelitian menunjukkan bahwa persentase keseluruhan respon siswa mencapai 81,38% dengan kategori baik. Indikator ketertarikan dan motivasi belajar memperoleh nilai tertinggi, sedangkan indikator keberanian memperoleh nilai relatif rendah. Temuan ini menunjukkan bahwa pembelajaran berbasis video interaktif memberikan respon positif dan layak digunakan serta dikembangkan di sekolah dasar.