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PENINGKATAN HASIL BELAJAR PERKALIAN BILANGAN CACAH MELALUI GAME BASED LEARNING BERBANTU ULAR TANGGA RAKSASA Siti 'Iffatul Maula; Mochamad Abdul Basir; Choiriah Choiriah
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i4.15753

Abstract

ABSTRACT Multiplication learning of whole numbers up to 100 in Class IV at SDN Trimulyo 02 Semarang City still faces challenges regarding student learning outcomes. The initial condition was reflected by a class average of 63.62, with classical mastery reaching only 24.14%. This study aims to improve students' mathematics learning outcomes through the implementation of Game-Based Learning assisted by giant snakes and ladders media on the topic of whole number multiplication up to 100. The research was conducted in the form of Classroom Action Research (CAR) using Arikunto's model, involving 29 students as subjects across two cycles, each consisting of two meetings. Learning activities combined group games with multiplication problem-solving, after which individual ability was assessed through independent evaluations at the end of each cycle. Data were collected through tests, observations of student activity, observations of learning implementation, and documentation, then analyzed using class averages, classical mastery percentages, and descriptions of changes in the learning process. The average learning outcome score increased to 76.55 in Cycle I and 82.24 in Cycle II. Classical mastery rose from 51.72% in Cycle I to 82.76% in Cycle II, exceeding the success indicator of 80% of students achieving a score of ≥80. Student activity and learning implementation also demonstrated improvement. The application of Game-Based Learning assisted by giant snakes and ladders can be used to support the improvement of mathematics learning outcomes in whole number multiplication. ABSTRAK Pembelajaran perkalian bilangan cacah sampai 100 di kelas IV SDN Trimulyo 02 Kota Semarang masih menghadapi persoalan pada pencapaian hasil belajar murid. Kondisi awal tercermin dari rata-rata kelas sebesar 63,62 dengan ketuntasan klasikal hanya 24,14%. Penelitian ini bertujuan meningkatkan hasil belajar matematika murid melalui penerapan Game Based Learning berbantu media ular tangga raksasa pada materi perkalian bilangan cacah sampai 100. Penelitian dilaksanakan dalam bentuk Penelitian Tindakan Kelas (PTK) model Arikunto, dengan 29 murid sebagai subjek yang mengikuti dua siklus, masing-masing dua pertemuan. Kegiatan belajar menggabungkan permainan kelompok dengan penyelesaian soal perkalian, kemudian kemampuan individual diperiksa melalui evaluasi mandiri pada akhir setiap siklus. Data dikumpulkan melalui tes, observasi aktivitas murid, observasi keterlaksanaan pembelajaran, dan dokumentasi, lalu dianalisis menggunakan rata-rata kelas, persentase ketuntasan klasikal, serta deskripsi perubahan proses pembelajaran. Rata-rata hasil belajar meningkat menjadi 76,55 pada Siklus I dan 82,24 pada Siklus II. Ketuntasan klasikal bergerak dari 51,72% pada Siklus I menjadi 82,76% pada Siklus II dan telah melampaui kriteria keberhasilan 80% murid dengan nilai ≥80. Aktivitas murid dan keterlaksanaan pembelajaran juga mengalami peningkatan. Penerapan Game Based Learning berbantu ular tangga raksasa dapat digunakan untuk mendukung peningkatan hasil belajar matematika pada materi perkalian bilangan cacah.
Peningkatan Keaktifan Belajar Siswa melalui Game-Based Learning Berbantuan Media Interaktif ULTRAMAN pada Pembelajaran IPAS Kelas V SDN Trimulyo 02 Yulita Galuh Prima Wardhani; Mochamad Abdul Basir; Choiriah Choiriah
Perspektif : Jurnal Pendidikan dan Ilmu Bahasa Vol. 4 No. 2 (2026): Juni: Perspektif : Jurnal Pendidikan dan Ilmu Bahasa
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/perspektif.v4i2.3430

Abstract

Learning activeness is an important component of science and social learning because students need to participate in observing, questioning, responding, discussing, collaborating, and completing learning tasks. This study aimed to describe the implementation of Game-Based Learning assisted by interactive ULTRAMAN (Ular Tangga Rantai Makanan) media and improve the learning activeness of fifth-grade students at SDN Trimulyo 02. The study employed Classroom Action Research involving a pre-cycle, Cycle I, and Cycle II, with each cycle consisting of planning, action, observation, and reflection. The participants were 28 fifth-grade students. Primary data were obtained through learning-activeness observation, while questionnaires, documentation, and field notes provided supporting data. The proportion of students categorized as Active and Very Active increased from 32.14% in the pre-cycle to 60.71% in Cycle I and 85.71% in Cycle II. The average percentage across four activeness indicators increased from 50.75% to 68.25% and 86.00%. Action implementation reached 85% in Cycle I and 95% in Cycle II. The study was concluded in Cycle II after the 80% success target was successfully achieved.
Model Kooperatif Picture and Picture untuk Meningkatkan Keaktifan Belajar Pada Pendidikan Pancasila Kelas III Wakhidatun Nur Kharisma; Mochamad Abdul Basir; Choiriah Choiriah
JGK (Jurnal Guru Kita) Vol. 10 No. 4: September 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i4.76872

Abstract

Keaktifan belajar siswa kelas III SD Negeri Trimulyo 02 pada mata pelajaran Pendidikan Pancasila masih rendah karena pembelajaran berpusat pada guru dan minim media visual. Penelitian ini bertujuan menelaah peningkatan keaktifan belajar siswa melalui model pembelajaran kooperatif tipe Picture and Picture. Penelitian Tindakan Kelas model Kemmis dan McTaggart ini berlangsung di SD Negeri Trimulyo 02, Genuk, Kota Semarang pada 20 Juli sampai 27 Agustus 2026 dengan subjek 26 siswa kelas III. Dua siklus ditempuh, masing-masing dua tindakan, melalui tahap perencanaan, pelaksanaan tindakan berbarengan pengamatan, dan refleksi. Data dijaring lewat observasi partisipan dan dokumentasi dengan instrumen lembar observasi keaktifan belajar siswa berisi sepuluh indikator, lalu dianalisis secara deskriptif kuantitatif dan kualitatif dengan rumus persentase. Hasilnya, ketuntasan keaktifan belajar meningkat dari 42,31% (11 dari 26 siswa) pada pra tindakan menjadi 76,92% (20 siswa) pada siklus I dan 84,62% (22 siswa) pada siklus II, melampaui kriteria keberhasilan 75%. Kenaikan terbesar terjadi pada indikator keberanian bertanya kepada guru, yaitu dari 65,38% menjadi 87,5%. Model tersebut karena itu efektif menaikkan keaktifan belajar. Guru disarankan menyiapkan media gambar memadai dan mengelola waktu setiap tahap secara cermat.