Karjono
UPT SD Negeri Kutorejo 3 Tuban

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PENERAPAN GAME DRAG AND DROP UNTUK MENINGKATKAN HASIL BELAJAR IPAS MURID KELAS IV SD Ramiatun; Tabitha Sri Hartati W.; Karjono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14627

Abstract

This study aims to improve the learning outcomes of the Social Sciences (IPAS) topic of My Role and Duties in the School and Community Environment through the Drag and Drop Game media for fourth-grade students of UPT SD Negeri Kutorejo 3 Tuban. This study uses the Classroom Action Research (CAR) method of the Kemmis and McTaggart model which is implemented in two cycles. The research subjects were 26 students consisting of 11 male students and 15 female students. Data collection techniques were carried out through observation, interviews, tests, and documentation. Data were analyzed descriptively quantitatively and qualitatively. The results of the study showed an increase in student learning outcomes in each cycle. In the pre-cycle stage, the average student learning outcome was 49.3 with a learning completeness of 19.2%. In the first cycle, the average learning outcome increased to 53.8 with a learning completeness of 26.9%. Furthermore, in the second cycle, the average learning outcome increased to 90 with a learning completeness reaching 92.3%. In addition to improving learning outcomes, the use of the Drag and Drop Game media also increased student activity, motivation, and involvement during the learning process. Thus, the Drag and Drop Game is effective in improving the science learning outcomes of fourthgrade elementary school students.
IMPLEMENTASI MEDIA INTERAKTIF DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR IPAS MURID KELAS V SD Prisma Yusdinar; Tabitha Sri Hartati W; Karjono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14632

Abstract

This research was motivated by the low learning outcomes of students in the topic of Indonesian Cultural Heritage in Grade V at UPT SDN Kutorejo 3. Conventional learning methods caused students to be less active and experience difficulties in distinguishing tangible and intangible cultural heritage. This study aimed to improve students’ learning outcomes through the implementation of interactive digital media. The research method used was Classroom Action Research (CAR) conducted in two cycles. The research subjects consisted of 30 fifth-grade students at UPT SDN Kutorejo 3. Data collection techniques included observation, tests, documentation, and field notes. The learning media used in Cycle I was the Secil Budaya Nusantara application, while Cycle II used the Marbel Budaya Nusantara application supported by an interactive digital board. The results showed that the use of interactive digital media was able to improve students’ activities and learning outcomes. The average student score increased from 63 in the pre-cycle to 73 in Cycle I and improved again to 82 in Cycle II. The percentage of learning mastery also increased from 40% in the pre-cycle to 70% in Cycle I and reached 90% in Cycle II. Therefore, the implementation of interactive digital media proved effective in improving students’ learning outcomes on the topic of Indonesian Cultural Heritage in Grade V at UPT SDN Kutorejo 3.