Dianasari Dianasari
Elementary school Teacher Education, Muhammadiyah University of Cirebon, Cirebon, 45611, Indonesia

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Implementing the Game-Based Learning Model Through the Marbel Nusantara Culture Application to Enhance Learning Motivation in Elementary School Students Ajeng Sri Rahmadani; Dianasari Dianasari; Hanikah Hanikah
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.716-731

Abstract

This study aimed to improve students’ learning motivation through the implementation of the Game-Based Learning model supported by the Marbel Nusantara Culture application in Pancasila Education on the topic of Unity in Diversity. The study employed the Kemmis and McTaggart Classroom Action Research model, conducted in two cycles consisting of planning, action, observation, and reflection. The participants were 22 fifth-grade students of SD Negeri 3 Kenanga. Data were collected through teacher and student activity observations and a learning motivation questionnaire. The questionnaire data were analyzed using quantitative descriptive analysis, while the observation and reflection data were analyzed using qualitative descriptive analysis. The findings showed that students’ learning motivation increased from 65.91% in the pre-cycle to 88.95% in cycle I and remained in the very high category at 89.36% in cycle II. The observation results also indicated that students became more active, confident, collaborative, and focused during the learning process, while the teacher managed the learning activities more effectively. These findings indicate that the implementation of Game-Based Learning supported by the Marbel Nusantara Culture application can support improvements in students’ learning motivation and create a more active, interactive, and enjoyable learning process in Pancasila Education.
The Implementation of the Problem-Based-Learning Model Assisted by Infographic Media to Improve Fourth Grade Students' Learning Outcomes in Pancasila Education Nurul Hasna Tobibah; Dianasari Dianasari; Diana Setiana
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.969-984

Abstract

The low students' learning outcomes of fourth-grade elementary school students in Civic Education, particularly on the topic of village and sub-district government, are attributed to teacher-centered instruction and the limited use of interactive learning media. This study aimed to improve students' learning outcomes through the implementation of the Problem-Based-Learning (PBL) model assisted by infographic media. The research employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of two cycles: planning, action, observation, and reflection. The study was conducted at SDN 2 Patapan involving 17 fourth-grade students. Data were collected through classroom observations, interviews, and achievement tests, and analyzed using descriptive quantitative methods. The findings revealed a significant improvement in students' learning outcomes after implementing the PBL model with infographic media. Learning mastery increased from 17% in the pre-cycle to 29% in Cycle I and reached 82% in Cycle II. The average score also improved from 54 in the pre-cycle to 60 in Cycle I and 84 in Cycle II. Furthermore, students demonstrated greater participation, enthusiasm, collaboration, and critical thinking during the learning process. Therefore, the integration of the Problem-Based-Learning model with infographic media proved effective in enhancing both the learning process and students' learning outcomes in Civic Education.