Aulia, Hanifatul
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Peningkatan hasil Belajar Peserta didik Melalui Model Game Based Learning Pada Elemen Bhinneka Tunggal Ika Di Kelas 2 SD Pembangunan Laboratorium UNP Aulia, Hanifatul; Anita, Yesi; Reinita; Wahyuni, Etri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52415

Abstract

This research was motivated by the low learning outcomes of second-grade students at SD Pembangunan Laboratorium UNP. This problem was caused by students paying less attention to the teacher's explanations, showing limited participation in the learning process, becoming easily bored due to the predominance of lecture-based instruction, lacking critical thinking and discussion skills with peers, having low self-confidence in expressing opinions, and being unaccustomed to working collaboratively in groups, resulting in dependence on more capable classmates. In addition, teachers experienced difficulties in selecting engaging learning models, and formative assessment had not been implemented optimally. This study aimed to describe the improvement of students’ learning outcomes in Pancasila Education through the implementation of the Game Based Learning model based on Deep Learning in Grade II of SD Pembangunan Laboratorium UNP. This research was a Classroom Action Research (CAR) employing qualitative and quantitative approaches. The study was conducted in two cycles consisting of four stages: planning, implementation, observation, and reflection. The subjects of this study were the teacher and 25 second-grade students of SD Pembangunan Laboratorium UNP. The results showed that the lesson planning (RPPM) aspect in Cycle I achieved an average score of 87.5% (Good) and increased to 97.5% (Very Good) in Cycle II. In the teacher activity aspect, Cycle I obtained an average score of 87.5% (Good), which increased to 97.5% (Very Good) in Cycle II. In the student activity aspect, Cycle I obtained an average score of 87.5% (Good), which increased to 97.5% (Very Good) in Cycle II. Students’ learning outcomes in Cycle I Meeting 1 achieved an average score of 70.5, increased to 76.8 in Cycle I Meeting 2, and further increased to 93.9 in Cycle II. It can be concluded that the Game Based Learning model based on Deep Learning can improve students’ learning outcomes in Pancasila Education in Grade II of SD Pembangunan Laboratorium UNP.