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Journal : JURNAL FIRNAS

PENINGKATAN HASIL BELAJAR SISWA KELAS V SD PADA TEMA SIKLUS AIR MELALUI STRATEGI PBL BERBASIS TPACK DENGAN BANTUAN DIORAMA SIKLUS AIR SEBAGAI BENDA KONKRET Sari, Anita; sudrajat; Mardiani, Nindy
JURNAL FIRNAS Vol. 6 No. 2 (2025): Volume 6
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jurnal firnas.v6i2.8780

Abstract

This Classroom Action Research (CAR) was conducted with the aim of improving the science learning outcomes of fifth-grade elementary school students, particularly in understanding the concept of the water cycle. The study employed the Problem Based Learning (PBL) strategy, integrated with the Technological Pedagogical Content Knowledge (TPACK) framework, to enhance both the pedagogical process and student engagement. The integration of concrete media in the form of dioramas and digital support through an interactive water cycle simulation application was used to help students visualize abstract scientific processes and build a deeper conceptual understanding. The research was carried out in two cycles, each consisting of four stages: planning, implementation, observation, and reflection. Data were collected through tests (pretest and posttests), observations, and student learning activity documentation. The findings revealed a significant increase in students’ academic performance. The average score improved from 61,2 in the pretest to 72,3 in the first cycle, and further increased to 92.6 in the second cycle. The percentage of students achieving the minimum mastery criteria (≥75) rose from 17% in the pretest to 47% in cycle I, and finally to 91% in cycle II. This demonstrated that students not only acquired better cognitive understanding but also showed greater involvement, problem-solving skills, and collaborative attitudes throughout the learning process. The study concludes that the application of the PBL strategy combined with the TPACK framework and supported by relevant media significantly contributes to improving science learning outcomes in elementary education. Furthermore, it provides a meaningful learning experience that encourages critical thinking, inquiry, and the use of digital tools to construct scientific knowledge. These findings suggest that this model of instruction can serve as a reference for future practices and further research in science education, particularly for complex and abstract topics.
PENERAPAN MEDIA PEMBELAJARAN INTERAKTIF GAMIFIKASI “GEMA” UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA DI KELAS V Maulida Rachma, Aura; Sudrajat; Mardani, Nindy
JURNAL FIRNAS Vol. 6 No. 2 (2025): Volume 6
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jurnal firnas.v6i2.8781

Abstract

In response to the rapid advancements in education, teachers face the challenge of designing engaging and meaningful learning experiences. Mathematics, often perceived as a difficult subject due to its computational nature, remains a particular area of concern. Preliminary observations indicate that elementary mathematics instruction frequently relies on conventional methods, lacking innovative approaches, which results in low student engagement and participation. This study aims to enhance mathematics learning outcomes on the topic of plane figure perimeter among fifth-grade students at SDN 3 Sumber by implementing “GEMA", a gamification-based interactive learning medium. The research involved 23 students (11 female, 12 male) and employed Classroom Action Research (CAR) conducted in three phases: pre-cycle, Cycle I, and Cycle II. The pre-cycle stage included a diagnostic assessment to evaluate students' baseline abilities. Cycle I utilized the Discovery Learning model, while Cycle II incorporated Problem-Based Learning (PBL) alongside the "GEMA" interactive media. Findings revealed a significant improvement, with an 87% completion rate (20 students meeting passing criteria) in Cycle II. The study concludes that gamification-based interactive media effectively enhances mathematics learning outcomes in plane figure perimeter.
Co-Authors Abduh Ali Jufry Achmad Nuzulla Thoriq Attaufiqi Adinda Diva NPI Agoeng Harjatmo Rahardjo Agustriani, Pani Ahmad Bahrawi, Ahmad Ahmad Zubaidi Ai Nuraeni Andriana, Eva Anisa Nurhayati Anita Sari Annisa Widya Ariyono Setiawan Ariza Fachrur Razak Arnaz Olieve Arysandi, Safira Arum Berlian Suryo Putra Hia Budi Handrianto Daniel Happy Putra Diah Kurnia Wati Einde Evana, Einde Fithri Wulandari Fitria Wulandari Georgio Dimas Wiweka Prakoso Palendeng Gian Harits Pradipta Hariyadi Hilda Oktaviana Hudi Yusuf Imam Sonhaji Iwansyah Putra Jerry Indrawan Juanda, Stella Agustin Julianty, Vevy Kevin Azcha El Sulthany Kukuh Tri Prasetyo Laila Rohmawati Langgeng Wahyu Santosa Lusiana Dewi Kusumayati Mardani, Nindy Mardiani, Nindy Margolang, Julfansyah Maulida Rachma, Aura Mega Metalia, Mega Moch. Afrizal Ramly MULYANI Muslim, Khairul Nawawi, Arvira Meita Neny Desriani Ningsih, Nur Wahyu Nur Eka Lailatun Oktavanda Widi Christianto Oktaviani, Zulmia Oktavio Nugraha Dwi Putra Paramita Dwi Nastit Parbuntian Sinaga Puspita Dewi, Lies Anggi R. Diyan Subismo Retno Kus Setyowati Ridho Rinaldi Rifal Multinsyah Rindu Rika Gamayuni Risa Ruth Dahlia Pengaribuan Sandi Akbari Sandi, Perestian Ares Saputri, Dea Agni Shilfa Septiana Dewi Siti Julaihah siti saodah Sri Rahayu S Subhan Sudirman Yahya Sukma, Meita Maharani Sumpono Bayu Aji SUNARTO Syaiful Anwar Tambunan, Kendedes Taufik Hidayat Teguh Sasono Tika Julaika Tjatur Udjianto Tri Zulfa, Destiana Nur Wahyu Budi Mursanto Wahyudin, Cecep Wasito Utomo Yunita Rizky Magfiroh Zainal Abidin Arief