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Media Pabergiban berbantuan Model Problem Based Learning dalam Keaktifan Siswa Kelas IV Saviola, Sandra; Dewi, Panca
Sangkalemo : The Elementary School Teacher Education Journal Vol. 3 No. 1 (2024): Januari
Publisher : PGSD FKIP UPR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/sangkalemo.v3i1.13880

Abstract

This study aims to determine the use of the Pabergiban (Papan Bermain Segi Banyak) and student activeness in learning math material using the Pabergiban media taught in fourth grade. This study is based on the problem of learning mathematics which often makes students bored and uninterested, due to the learning model chosen by the teacher tends to be monotonous and fixated on the lecture method by relying only on student books. As a result, many students do not pay attention to existing learning which will certainly have an impact on their learning outcomes. Therefore, it is necessary to choose the right media and model in the implementation of mathematics learning. So that, in this study discusses the application of the Pabergiban media assisted by the Problem Based Learning model on the material of the polygon in fourth grade. This study uses a qualitative method with a type of qualitative descriptive method so that it contains a description of the implementation of learning with the Pabergiban media assisted by the Problem Based Learning learning model and student activeness when learning is taking place. The data collection technique uses student activeness questionnaire, teacher response questionnaire, documentation and observation. The results of this study prove that students are happier when learning using concrete learning media and learning Pabergiban media used by students.
Systematic Literature Review: Developing Gamification to Enhance Elementary School Students' Learning Outcomes Panjaitan, Agnes Clarissa; Dewi, Panca; Subali, Bambang; Widiyatmoko, Arif
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.1211-1221

Abstract

The development of gamification as a learning media is essential to provide primary school students with a contextual, motivating learning experience that can enhance their learning outcomes. Despite its potential, research on the integration of gamification in improving learning outcomes at the primary education level remains limited. Therefore, a comprehensive literature review is necessary to identify current trends, challenges, and future opportunities for development in this area. This study aims to explore how gamification can improve critical thinking skills among primary school students from 2021 to 2025 by employing the Systematic Literature Review (SLR) method. The analysis of 18 research papers demonstrated that gamification strategies significantly improve students' learning outcomes. Furthermore, gamification not only enhances academic performance but also strengthens cognitive, affective, and social dimensions by boosting students’ motivation, creativity, and meaningful engagement in the learning process. These findings suggest that implementing gamified learning media can play a crucial role in fostering a more effective and holistic education for young learners.