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PENERAPAN PBL BERBANTUAN INTERACTY CROSSWORD PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR Hamzah, Nurain Afiat Ramandhian; Panai, Abdul Haris; Arif, Rifda Mardian; Arifin, Irvin Novita; Kudus, Kudus
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v5i2.4842

Abstract

The low learning outcomes of fourth-grade students in the subject of Science (IPAS) at SDN 9 Limboto prompted the need for innovation in teaching practices. Preliminary studies revealed that most students did not meet the minimum mastery criteria (KKM), and the learning process remained conventional without digital media support. This study aims to improve student learning outcomes through the implementation of the Problem Based Learning (PBL) model assisted by web-based crossword puzzle media using Interacty. The research employed a Classroom Action Research (CAR) approach, conducted in two cycles, each consisting of planning, action, observation, and reflection stages. Data were collected using observation sheets for teacher and student activities, learning outcome tests, documentation, and interviews. The findings show a significant improvement in student mastery, from 38.89% in the first cycle to 83.33% in the second cycle. Teacher and student engagement also increased markedly with the optimal use of interactive learning media. It is concluded that the PBL model assisted by Interacty-based crossword puzzle media is effective in enhancing student learning outcomes on the topic of energy. This model and media are recommended for use in elementary science learning to create engaging, active, and meaningful educational experiences. ABSTRAKRendahnya hasil belajar siswa pada mata pelajaran IPAS di kelas IV SDN 9 Limboto menjadi latar belakang perlunya inovasi dalam pembelajaran. Studi pendahuluan menunjukkan bahwa sebagian besar siswa belum mencapai kriteria ketuntasan minimal (KKM), dan pembelajaran masih bersifat konvensional tanpa dukungan media digital. Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan model Problem Based Learning (PBL) berbantuan media crossword puzzle berbasis web Interacty. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, masing-masing terdiri dari tahapan perencanaan, tindakan, observasi, dan refleksi. Instrumen penelitian mencakup observasi aktivitas guru dan siswa, tes hasil belajar, dokumentasi, serta wawancara. Hasil penelitian menunjukkan bahwa terjadi peningkatan ketuntasan belajar siswa dari 38,89% pada siklus I menjadi 83,33% pada siklus II. Aktivitas guru dan siswa juga meningkat secara signifikan seiring dengan optimalisasi penggunaan media pembelajaran interaktif. Simpulan dari penelitian ini adalah bahwa penerapan model PBL berbantuan media crossword puzzle berbasis Interacty terbukti efektif dalam meningkatkan hasil belajar siswa pada materi energi. Model dan media ini direkomendasikan untuk diterapkan dalam pembelajaran IPAS di sekolah dasar guna menciptakan pembelajaran yang aktif, menarik, dan bermakna.  
PENGARUH MODEL PROBLEM BASED LEARNING (PBL) BERBANTUAN MEDIA ASSEMBLR EDU TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATERI GEMPA BUMI DI KELAS V MIST AL-AZHFAR Hamzah, Nurlaila; Abdullah, Gamar; Kudus, Kudus; Arifin, Irvin Novita; Arif, Rifda Mardian
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.6443

Abstract

This study aims to describe whether there is an Influence of the Problem Based Learning (PBL) Learning Model Assisted by Assemblr Edu Media on Student Learning Outcomes in Earthquake Material in Class V MIST AL-AZHFAR, North Gorontalo Regency. The research method used is quasi-experimental with a Nonequivalent control group design. This study uses data collection techniques through observation, tests, interviews and documentation. The sample in this study were 34 students of class V MIST AL-AZHFAR. The difference in learning outcomes can be seen in the average pre-test and post-test scores of the experimental class and the control class. In the pre-test, the experimental class had an average score of 61.17 and the control class had an average score of 53.23 after being given treatment and continued with the post-test, resulting in an average score of the experimental class of 79.70 and the control class of 59.11. From the data above, it can be concluded that there is an influence of the Problem Based Learning (PBL) learning model assisted by Assemblr Edu Media on Student Learning Outcomes in Earthquake Material in Class V MIST AL-AZHFAR, North Gorontalo Regency. ABSTRAKPenelitian ini bertujuan untuk mendeskripsikan apakah terdapat Pengaruh Model Pembelajaran Problem Based Learning (PBL) Berbantuan Media Assemblr Edu Terhadap Hasil Belajar Peserta Didik Pada Materi Gempa Bumi  Di Kelas V MIST AL-AZHFAR Kabupaten Gorontalo Utara. Metode penelitian yang digunakan yaitu quasi experimental dengan desain penelitian Nonequivalent control group design. Penelitian ini menggunakan teknik pengumpulan data melalui observasi, tes, wawancara dan dokumentasi. Sampel dalam penelitian ini adalah peserta didik kelas V MIST AL-AZHFAR sebanyak 34 peserta didik. Perbedaan hasil belajar terlihat pada nilai rata-rata skor pre-test dan post-test  kelas eksperimen dan kelas kontrol. Pada pre-test kelas eksperimen memiliki nilai rata-rata 61,17 dan kelas kontrol memiliki nilai rata-rata 53,23 setelah diberi perlakuan dan dilanjutkan dengan post-test menghasilkan nilai rata-rata kelas eksperimen sebesar 79,70 dan kelas kontrol sebesar 59.11. Dari data diatas maka dapat disimpulkan bahwa terdapat pengaruh model pembelajaran Problem Based Learning (PBL) Berbantuan Media Assemblr Edu Terhadap Hasil Belajar Peserta Didik Pada Materi Gempa Bumi  Di Kelas V MIST AL-AZHFAR Kabupaten Gorontalo Utara.
PENGARUH PENGGUNAAN MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA FLIPBOOK TERHADAP HASIL BELAJAR SISWA PADA MATERI IPAS DI KELAS III SDN 4 TOMILITO Djafar, Dita Pratiwi D.; Panai, Abdul Haris; Kudus, Kudus; Nurfadliah, Nurfadliah; Arif, Rifda Mardian
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.6444

Abstract

This study aims to describe the influence of the Problem Based Learning (PBL) Model Assisted by Flipbook Media on Student Learning Outcomes in Science Material in Class III SDN 4 Tomilito. The research method used is the pre-experimental design of One Group Pretest-Postest. This study uses data collection techniques through observation, testing, and documentation. The sample in this study was 20 students of class III SDN 4 Tomilito. The difference in learning outcomes can be seen in the average pre-test and post-test scores Based on the pretest score results of 60.2, the posttest score results were 82.2. Indicating that the use of the Problem Based Learning model assisted by Flipbook media on student learning outcomes in science material is very influential. The average N-Gain data or the difference between the pretest and posttest results of student learning outcomes in science material in class III SDN 4 Tomilito is included in the medium criteria, namely 0.54, the N-Gain function to measure the effectiveness of learning. From the data above, it can be concluded that there is an influence of the use of the Problem Based Learning model assisted by Flipbook media on student learning outcomes in the science material in class III of SDN 4 Tomilito. ABSTRAKPenelitian ini bertujuan mendeskripsikan terdapat Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Flipbook Terhadap Hasil Belajar Siswa Pada Materi IPAS Di Kelas III SDN 4 Tomilito. Metode penelitian yang digunakan yaitu pre-eksperimental desain One Grup Pretest-Postest. Penelitian ini menggunakan teknik pengumpulan data melalui observasi, tes, dan dokumentasi. Sampel dalam penelitian ini adalah siswa kelas III SDN 4 Tomilito sebanyak 20 siswa. Perbedaan hasil belajar terlihat pada nilai rata-rata skor pre-test dan post-test Berdasarkan hasil skor pretest 60,2 hasil skor postes 82,2. Menandakan penggunaan model Problem Based Learning berbantuan media Flipbook terhadapa hasil belajar siswa pada materi IPAS begitu berpengaruh. Data hasil rata- rata N-Gain atau selisih hasil pretes dan postes hasil belajar siswa pada materi IPAS di kelas III SDN 4 Tomilito termasuk kriteria sedang yaitu 0,54, fungsi N-Gain untuk mengukur efektivitas suatu pembelajaran. Dari data diatas maka dapat disimpulkan bahwa terdapat pengaruh penggunaan model Problem Based Learning berbantuan media Flipbook terhadap hasil belajar siswa  pada materi IPAS di kelas III SDN 4 Tomilito.
PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTUAN MULTIMEDIA PEMBELAJARAN INTERAKTIF UNTUK MENINGKATKAN AKTIVITAS BELAJAR SISWA MATERI IPAS Anggol, Zainab; Isnanto, Isnanto; Kudus, Kudus; Sarlin, Muhammad; Abdullah, Gamar
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v5i3.6748

Abstract

This study was motivated by the low level of student learning activity in the Science and Social Studies (Ilmu Pengetahuan Alam dan Sosial, IPAS) subject among third-grade students at SDN 4 Tomilito, as indicated by limited participation in classroom activities, low enthusiasm in discussions, and minimal involvement in group work. The purpose of this research was to enhance students’ learning activity through the application of the Problem Based Learning (PBL) model combined with Interactive Learning Multimedia (ILM), selected for its potential to present learning materials in a more engaging, visual, and contextual manner. This Classroom Action Research (CAR) was conducted in two cycles, each consisting of the planning, implementation, observation, and reflection stages. Student activity was measured through five indicators: observing, questioning, collecting information, processing information, and communicating. The results showed a marked improvement, with the average percentage rising from 47.37% in the first cycle to 84.21% in the second cycle. These findings indicate that PBL supported by ILM is effective in fostering active, critical, and participatory learning, and can serve as an innovative approach for improving classroom engagement in similar educational settings. ABSTRAKPenelitian ini dilatarbelakangi oleh rendahnya aktivitas belajar siswa pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di kelas III SDN 4 Tomilito, yang terlihat dari rendahnya partisipasi siswa dalam kegiatan pembelajaran, kurangnya antusiasme dalam diskusi, serta minimnya keterlibatan dalam kerja kelompok. Tujuan penelitian ini adalah untuk meningkatkan aktivitas belajar siswa melalui penerapan model Problem Based Learning (PBL) yang dipadukan dengan Multimedia Pembelajaran Interaktif (MPI). Model PBL dipilih karena mampu menyajikan permasalahan kontekstual yang mendorong siswa berpikir kritis dan memecahkan masalah, sedangkan MPI memberikan dukungan visual dan interaktif sehingga pembelajaran menjadi lebih menarik. Penelitian ini menggunakan desain Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, masing-masing meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi. Aktivitas belajar diukur melalui lima indikator, yaitu mengamati, menanya, mengumpulkan informasi, mengolah informasi, dan mengomunikasikan. Hasil penelitian menunjukkan peningkatan yang signifikan, dari 47,37% pada siklus I menjadi 84,21% pada siklus II. Temuan ini membuktikan bahwa penerapan PBL berbantuan MPI efektif dalam menciptakan pembelajaran yang aktif, kritis, partisipatif, dan relevan dengan kebutuhan siswa di kelas.
Assessing Digital Maturity in Healthcare: A Case Study of Jember Klinik Hospital, Indonesia Aviati, Kurnia; Kudus, Kudus; Putra, Dewa Ngakan Gde Wahyu Mahatma; Naya, Aulia Riswanti
JMMR (Jurnal Medicoeticolegal dan Manajemen Rumah Sakit) Vol. 14 No. 2 (2025): August 2025
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jmmr.v14i2.556

Abstract

This study aims to assess the digital maturity level of Jember Klinik Hospital, a private healthcare facility in Indonesia, using a structured evaluation framework. A descriptive cross-sectional design was employed in June 2024, involving six internal stakeholders representing IT, medical, nursing, and administrative leadership. Data were collected using the Digital Maturity Level Assessment Tool (Version 1.1) developed by the Indonesian Ministry of Health, consisting of 38 parameters across seven domains. The assessment was conducted collaboratively through structured meetings, document reviews, and consensus-based scoring. Descriptive analysis revealed that the hospital has reached an advanced level of digital maturity. The highest scores were found in Standards and Interoperability (4.8) and Governance and IT Management (4.8), reflecting strong planning and regulatory alignment. Electronic Medical Records and Patient-Centered Care also scored highly (4.7), indicating effective digital integration in clinical workflows. However, Data Analytics received the lowest score (2.8), pointing to significant gaps in data quality and analytical capacity. These findings suggest the need for enhanced investment in data infrastructure, staff training, and interoperability improvements. The results contribute to understanding digital health readiness in Indonesia’s private healthcare sector and provide actionable insights for supporting targeted digital transformation strategies.
IMPLEMENTASI GAME BASED LEARNING DENGAN QUIZWHIZ CARDS UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS V Supu, Febriyanto H; PanaI, Abdul Haris; Kudus, Kudus; Arif, Rifda Mardian; Nurfadliah, Nurfadliah
ACTION : Jurnal Inovasi Penelitian Tindakan Kelas dan Sekolah Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/action.v5i4.7374

Abstract

This study focuses on whether the implementation of the Game-Based Learning (GBL) model assisted by Quizwhiz Cards can improve the learning motivation of fifth-grade students at SDN 67 Kota Timur. The research employed a Classroom Action Research (CAR) approach, with data collected through observation, interviews, documentation, and tests. The subjects of the study were fifth-grade students of SDN 67 Kota Timur, Gorontalo City. Preliminary observations indicated that students’ learning motivation was relatively low. This condition was caused by the limited use of instructional media and the lack of student attention during lessons. In Cycle I, 5 students (22.73%) were categorized as having “High Motivation,” 3 students (13.63%) as having “Moderate Motivation,” and 14 students (63.64%) as having “Low Motivation.” These results show that the overall motivation level in Cycle I remained below the expected standard. However, after the implementation of actions in Cycle II, there was a significant improvement—18 students (81.82%) were in the “High Motivation” category, 4 students (18.18%) in the “Moderate Motivation” category, and none in the “Low Motivation” category. Based on these findings, it can be concluded that the application of the Game-Based Learning (GBL) model assisted by Quizwhiz Cards effectively enhanced students’ learning motivation in the topic of the human respiratory system among fifth-grade students at SDN 67 Kota Timur, Gorontalo City. ABSTRAKPenelitian ini berfokus pada apakah penerapan model pembelajaran Game Based Learning berbantuan media Quizwhiz Cards dapat meningkatkan motivasi belajar siswa kelas V di SDN 67 Kota Timur. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK), dengan teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, dan tes. Subjek dalam penelitian ini adalah siswa kelas V SDN 67 Kota Timur, Kota Gorontalo. Hasil observasi awal menunjukkan bahwa motivasi belajar siswa masih tergolong rendah. Kondisi ini disebabkan oleh keterbatasan media pembelajaran serta kurangnya perhatian siswa saat guru menyampaikan materi. Pada siklus I, tercatat sebanyak sebanyak 5 siswa (22,73%) masuk dalam kategori “Motivasi Tinggi”, sementara 3 siswa (13,63%) berada dalam kategori “Motivasi Sedang”, dan 14 siswa (63,64%) masuk dalam kategori “Motivasi Rendah” Hal ini menunjukkan bahwa tingkat motivasi pada siklus I masih tergolong rendah belum mencapai tingkat motivasi belajar yang diharapkan. Namun, setelah dilakukan tindakan pada siklus II, terjadi peningkatan yang signifikan, di mana sebanyak 18 siswa atau 81,82%, sementara yang termasuk dalam kategori “Motivasi Sedang” hanya 4 siswa atau 18,18%. Dan untuk kategori “Motivasi Rendah” adalah 0. Berdasarkan hasil ini, dapat disimpulkan bahwa motivasi belajar siswa kelas V telah mencapai standar indikator kinerja yang ditetapkan. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penerapan model Game Based Learning (GBL) dengan dukungan media Quizwhiz Cards efektif dalam meningkatkan motivasi belajar siswa pada materi sistem organ pernapasan manusia di kelas V SDN 67 Kota Timur, Kota Gorontalo.
PENGARUH MODEL PROBLEM BASED LEARNING (PBL) BERBANTUAN MEDIA LET’S READ TERHADAP MINAT BELAJAR IPA SISWA KELAS IV SDN 3 BILATO KABUPATEN GORONTALO Diasamo, Ridhayanti; Kudus, Kudus; Arif, Rifda Mardian
SINERGI : Jurnal Riset Ilmiah Vol. 2 No. 10 (2025): SINERGI : Jurnal Riset Ilmiah, Oktober 2025
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/sinergi.v2i10.1891

Abstract

The purpose of this research is to determine the effect of the Problem Based Learning (PBL) model assisted by the Let’s Read media on the learning interest in science of fourth-grade students at SDN 3 Bilato, Gorontalo Regency. This study uses a quantitative approach with a pre-experimental research design employing a one group pre-test and post-test design. The research sample comprises all fourth-grade students at SD Negeri 3 Bilato. This research utilizes an instrument in the form of a learning interest questionnaire that has been tested and deemed valid and reliable. The results of the classical assumption test indicate that the research data is normally distributed and homogeneous. The results of this study found a significant increase in students' learning interest. The average score of students' learning interest increased from 39.52 (pre-test) to 71.20 (post-test). The results of the Independent T-test showed a Sig. (2-tailed) value of 0.000, which is less than 0.05 (p<0.05), proving that there is a significant effect of the implementation of the PBL model assisted by the Let’s Read media on students' interest in learning science. In addition, the N-Gain Score test result of 0.79 (79%) indicates a high increase in learning interest, affirming that the PBL model with the Let’s Read media is effective for use in learning. This is also supported by the increase in student learning outcomes before and after the treatment was conducted in the research class.
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Media Kahoot Terhadap Motivasi Belajar Siswa di SDN 83 Sipatana Suleman, Tri Muliani M.; Arifin, Irvin Novita; Kudus, Kudus
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 3 (2024): September - Desember 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.3.2024.4341

Abstract

Masalah utama dalam penelitian ini adalah apakah terdapat pengaruh model pembelajaran Problem-Based Learning (PBL) berbantuan media Kahoot terhadap motivasi belajar siswa kelas V pada mata pelajaran IPAS di SDN 83 Sipatana. Penelitian ini bertujuan untuk mengidentifikasi apakah penerapan model pembelajaran PBL dengan bantuan media Kahoot dapat meningkatkan motivasi belajar siswa, yang dapat berpengaruh pada hasil belajar mereka dalam mata pelajaran IPA Siswa Kelas V Mata Pelajaran IPAS Di SDN 83 Sipatana. Metode penelitian yang digunakan yaitu Quasi Experimen dengan desain penelitian Nonequivalent control Group Design. Teknik sampling yang digunakan adalah sampling jenuh, di mana seluruh populasi dijadikan sampel penelitian. Instrumen penelitian menggunakan tes angket yang telah diuji validitas dan reliabilitasnya, dengan 25 butir soal yang dinyatakan valid. Pengumpulan data dilakukan melalui pre-test dan post-test untuk mengukur pengaruh perlakuan, yaitu penggunaan PBL berbantuan media Kahoot. Uji normalitas data dilakukan menggunakan uji Kolmogorov-Smirnov, sedangkan uji homogenitas menggunakan uji varians dengan bantuan perangkat lunak SPSS versi 26. Analisis data dilakukan dengan menggunakan uji korelasi produk momen dan uji paired sample t-test untuk mengetahui hubungan antara variabel independen (PBL berbantuan media Kahoot) dan variabel dependen (motivasi belajar siswa). Sampel dalam penelitian ini adalah siswa kelas V SDN 83 Sipatana. Berdasarkan hasil penelitian, maka dapat disimpulkan bahwa terdapat Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Media Kahoot Terhadap Motivasi Belajar Siswa Kelas V Mata Pelajaran IPAS Di SDN 83 Sipatana. Hasil data diperoleh nilai signifikan sebesar 0,037 < 0,05 pada kelas eksperimen dan untuk kelas kontrol diperoleh nilai nilai signifikan sebesar 0,038 < 0,05 maka H0 ditolak dan H1 diterima karena nilai signifikan kurang dari 0,05.
Penerapan Model Project Based Learning (PjBL) Berbantuan Media Wordwall untuk Meningkatkan Hasil Belajar IPA Siswa Kelas V SDN 47 Dumbo Raya Rauf, Sunarti; Kudus, Kudus; Arif, Rifda Mardian
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 3 (2024): September - Desember 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.3.2024.4568

Abstract

Masalah dalam penelitian ini adalah "Apakah penerapan model Project Based Learning (PjBL) berbantuan media Wordwall dapat meningkatkan hasil belajar IPA siswa kelas V SDN No. 47 Dumbo Raya?". Tujuan penelitian ini adalah untuk meningkatkan hasil belajar IPA siswa kelas V SDN No. 47 Dumbo Raya melalui penerapan model Project Based Learning (PjBL) berbantuan media Wordwall. Jenis penelitian ini adalah penelitian tindakan kelas (PTK). Teknik pengumpulan data dalam penelitian ini meliputi observasi, wawancara, tes, dan dokumentasi. Subjek penelitian adalah siswa kelas V SDN No. 47 Dumbo Raya yang berjumlah 18 orang, terdiri dari 5 siswa laki-laki dan 13 siswa perempuan. Observasi awal menunjukkan bahwa kemampuan siswa masih sangat rendah, dengan hanya 4 siswa (22%) yang mencapai hasil belajar IPA di atas KKM. Pada pelaksanaan siklus I terjadi peningkatan, yaitu 7 siswa (39%) yang mencapai KKM. Karena belum mencapai kriteria ketuntasan klasikal sebesar 75%, penelitian dilanjutkan ke siklus II. Pada siklus II, terjadi peningkatan hasil belajar siswa, dengan 14 siswa (78%) yang mencapai KKM. Hasil penelitian ini menunjukkan bahwa penerapan model Project Based Learning (PjBL) berbantuan media Wordwall dapat meningkatkan hasil belajar IPA siswa kelas V SDN No. 47 Dumbo Raya.