ABSTRACT Students’ learning outcomes in Indonesian language lessons on Self-Expression Through Hobbies in Grade V at SD Negeri 078524 Bobozioli Loloana’a were still low, as indicated by a classical mastery rate of 40% in the pre-cycle stage, with only 8 out of 20 students achieving mastery. This condition was associated with a learning process that was still dominated by lectures and assignments, resulting in suboptimal student engagement. This study aimed to improve students’ learning outcomes through the implementation of the Role Playing learning model. The study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model and was conducted in two cycles, each consisting of planning, action implementation, observation, and reflection. The research subjects were 20 fifth-grade students at SD Negeri 078524 Bobozioli Loloana’a in the 2025/2026 academic year. Data were collected through observation, learning outcome tests, and documentation, and were analyzed descriptively based on changes in the results of each cycle. The Role Playing model was implemented through role assignment, scenario provision, role-playing practice, and evaluation to connect the learning material with students’ experiences. The results showed that the implementation of the Role Playing model improved students’ learning outcomes. The mean learning outcome increased from 63.05 in Cycle I, with a classical mastery rate of 50%, to 80.45 in Cycle II, with a classical mastery rate of 85%. Student engagement increased from 58.12% in the first meeting of Cycle I to 90.62% in the second meeting of Cycle II. Thus, the implementation of the Role Playing learning model can improve students’ learning outcomes and engagement in Indonesian language lessons on Self-Expression Through Hobbies in Grade V at SD Negeri 078524 Bobozioli Loloana’a. ABSTRAK Hasil belajar peserta didik pada mata pelajaran Bahasa Indonesia materi Ekspresi Diri Melalui Hobi di kelas V SD Negeri 078524 Bobozioli Loloana’a masih rendah, dengan ketuntasan klasikal pra-siklus sebesar 40% atau 8 dari 20 peserta didik. Kondisi tersebut berkaitan dengan pembelajaran yang masih didominasi metode ceramah dan penugasan sehingga keaktifan peserta didik belum optimal. Penelitian ini bertujuan meningkatkan hasil belajar peserta didik melalui penerapan model pembelajaran Role Playing. Penelitian menggunakan metode Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus melalui tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 20 peserta didik kelas V SD Negeri 078524 Bobozioli Loloana’a Tahun Pelajaran 2025/2026. Data dikumpulkan melalui observasi, tes hasil belajar, dan dokumentasi, kemudian dianalisis secara deskriptif berdasarkan perkembangan hasil pada setiap siklus. Hasil penelitian menunjukkan peningkatan hasil belajar yang ditandai dengan kenaikan nilai rata-rata dari 63,05 pada Siklus I menjadi 80,45 pada Siklus II, sedangkan ketuntasan klasikal meningkat dari 50% menjadi 85%. Keaktifan peserta didik juga meningkat dari 58,12% pada pertemuan pertama Siklus I menjadi 90,62% pada pertemuan kedua Siklus II. Peningkatan tersebut menunjukkan bahwa penerapan Role Playing dapat mendukung peningkatan hasil belajar sekaligus keaktifan peserta didik pada pembelajaran Bahasa Indonesia materi Ekspresi Diri Melalui Hobi.