Muhammad Fachrori
Universitas Muhammadiyah Muara Bungo

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PENERAPAN MODEL TAKE AND GIVE BERBANTU MEDIA ULAR TANGGA UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS IV SDN 04/II JAYA SETIA Muhammad Fachrori
Journal of Innovative and Creativity (Joecy) Vol. 6 No. 2 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i2.14431

Abstract

This study was motivated by low mathematics learning outcomes and limited student engagement among fourth-grade students, resulting from instruction that remained teacher-centered and a lack of variety in learning models and media. The research employed Classroom Action Research (CAR). The study consisted of two cycles, with each cycle comprising four stages planning, action, observation, and reflection and spanning two meetings. The research results indicate an improvement in the quality of the learning process; the percentage of teacher action implementation rose from 61.53% in Cycle I to 84.61% in Cycle II. Concurrently, student engagement increased from 76.92% (categorized as "good") in Cycle I to 92.30% (categorized as "very good") in Cycle II. This improvement in the learning process positively impacted student learning mastery (KKTP ≥70), which rose significantly from 52.94% (9 students achieving mastery) in Cycle I to 82.35% (14 students achieving mastery) in Cycle II, while the class average score increased from 69.41 to 77.57. Thus, it can be concluded that the implementation of the "Take and Give" model, supported by "Snakes and Ladders" game media, is effective in enhancing the Mathematics learning process and outcomes for Grade IV students at SDN 04/II Jaya Setia.