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PENERAPAN STRATEGI CROSSWORD PUZZLE (TEKA-TEKI SILANG) UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V PADA PEMBELAJARAN MATEMATIKA DI MI NU MIFTAHUL ULUM KEJAPANAN Evita Puji Hardiyanti; Ni Luh Sakinah; Evita Puji Hardiyanti; Ni Luh Sakinah; Siti Mas'ula
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 12 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i12.2024.13

Abstract

Abstrak: Penelitian ini dilakukan karena adanya hasil belajar siswa yang kurang maksimal pada pembelajaran matematika materi operasi hitung bilangan cacah seratus ribu, kurangnya pemahaman konsep materi pembelajaran matematika dan memperoleh nilai yang rendah. Hal ini disebabkan karena guru menggunakan metode pembelajaran yang lama secara konvensional yaitu ceramah dan kurangnya inovasi baru pada strategi pembelajaran. Hasil belajar siswa masih rendah dengan belum mencapai standar Kriteria Ketuntasan Minimum (KKM). Peneliti menggunakan metode penelitian tindakan kelas (PTK) yang memliki tujuan untuk mengetahui penerapan strategi Crossword Puzzle(teka-teki silang) dalam meningkatkan hasil belajar siswa kelas V pada pembelajaran matematika. Teknik pengumpulan data kualitatif deskripsi, pengumpulan data lembaran observasi, post tes, dan wawancara serta analisis data statistik. Tahapan penelitian ini diantaranya yaitu perencanaan, tindakan, observasi, dan refleksi. Tindakan tersebut dilaksanakan dari pra tindakan, siklus I, dan siklus II. Hasil penelitian pada tes hasil belajar siswa dengan tahapan pra siklus persentase keberhasilan 20 persen (sangat rendah), siklus I 52 persen (sedang), dan siklus II 84%(sangat tinggi). Dapat disimpulkan bahwasannya hasil belajar siswa mengalami peningkatan secara signifikan dan meningkat , Penerapan strategi Crossword puzzle (teka-teki silang) pada siswa kelas V menarik dan dapat memahami konsep matematika dengan hasil belajar yang sangat tinggi sesuai tujuan yang ingin dicapai.
PENGEMBANGAN MEDIA PEMBELAJARAN APLIKASI FRACMATH BERBASIS ANDROID PADA MATERI PECAHAN KELAS V SEKOLAH DASAR Puput Intan Novita Putri; Ni Luh Sakinah Nuraini; Puput Intan Novita Putri; Ni Luh Sakinah Nuraini; Siti Mas’ula
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 12 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i12.2024.20

Abstract

Abstrak : Media pembelajaran merupakan salah satu alat yang memiliki peran penting yang dapat membantu seorang guru dalam proses pembelajaran berlangsung. Tujuan dilakukan penelitian ini adalah mengembangkan sebuah media pembelajaran matematika aplikasi fracmath beberbasis android yang valid menurut ahli materi dan ahli media, serta praktis menurut guru dan siswa kelas V SD Negeri 3 Sambigede. Metode yang digunakan dalam penelitian ini adalah metode R&D (Research and Development). Penelitian ini juga menggunakan teknik pengumpulan data yang meliputi observasi, wawancara, angket, dan dokumentasi. Analisis data yang digunakan yaitu kuantitatif dan kualitatif. Hasil pengembangan penelitian media ini dinyatakan valid menurut ahli media yang memperoleh nilai persentase 91,66 percent, valid menurut ahli materi yang memperoleh nilai persentase 81,41 percent, serta dinyatakan praktis menurut pengguna yang memperoleh nilai persentase 100 percent menurut guru dan memperoleh nilai persentase 91,14 percent menurut siswa.
Improvement of Pancasila Education Learning Activities Through the Project Based Learning (PjBL) Model for Third Grade Elementary School: Peningkatan Aktivitas Belajar Pendidikan Pancasila Melalui Model Project Based Learning (PjBL) Siswa Kelas III Sekolah Dasar Priya Kusuma Bahari; Abdulkadir Rahardjanto; Oktaviani Adhi Suciptaningsih; Siti Mas’ula; Fina Liswati Rahayu; Tri Susilowati
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 12 No. 1 (2025): Inovasi Sekolah Dasar: Jurnal kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jisd.v12i1.97

Abstract

This research aims to determine the implementation of the Project Based Learning (PjBL) model to enhance the learning activities of third-grade students at SD Negeri Tlogomas 2, Malang City, in the subject of Pancasila Education. Using the Classroom Action Research (CAR) approach, this study was conducted in two cycles involving planning, implementation, observation, and reflection. The project of creating a Pop Up Book became the main focus, where students collaborated to illustrate the values of Pancasila in the context of our ethnic group's wealth. The research results show a significant increase in student learning activities, from 46,91% in the first cycle to 86,52% in the second cycle. These findings indicate that the PjBL model not only enhances student engagement but also deepens their understanding of Pancasila concepts. This research provides new insights for educators regarding more interactive and engaging teaching methods, and emphasizes the importance of relevant learning experiences to enhance student motivation and participation in the learning process.
Strengthening reading literacy through contextual teaching and learning with Dayak Belusu local wisdom Syahrul Syahrul; Shirly Rizki Kusumaningrum; Slamet Arifin; Adi Admoko; Siti Mas’ula
Journal of Research in Instructional Vol. 6 No. 1 (2026): Journal of Research in Instructional
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v6i1.14

Abstract

This study aims to improve the reading literacy skills of elementary school students through the implementation of Contextual Teaching and Learning (CTL) integrated with the local wisdom of the Dayak Belusu community. Reading literacy in this research is defined as the ability to understand, interpret, and reflect on written texts at literal, inferential, and summarizing levels. The study employed Classroom Action Research (CAR) based on the spiral model of Kemmis and McTaggart, consisting of planning, acting, observing, and reflecting. The participants were fifth-grade students at SD Negeri 014 Tana Tidung, North Kalimantan. Data were collected through observation sheets, reading literacy tests, and teacher interviews, and analyzed using quantitative descriptive and qualitative techniques. The results of Cycle I showed that students’ reading literacy was still dominated by literal comprehension and that their participation in discussions was relatively low. After revising the learning strategy in Cycle II, student participation exceeded 80% on most indicators, and the average literacy test score increased from 58 to 76. Teacher interviews confirmed positive changes in cognitive, affective, and attitudinal aspects, including confidence, discipline, and cooperation. These findings indicate that CTL integrated with Dayak Belusu local wisdom effectively enhances reading literacy while strengthening cultural identity and positive character.
Gamification versus traditional teaching: Impacts on mathematics learning outcomes and engagement Edy Sucipto; Ibrahim Bafadal; Siti Mas’ula
Journal of Research in Instructional Vol. 6 No. 1 (2026): Journal of Research in Instructional
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v6i1.64

Abstract

This quasi-experimental study examined the effectiveness of low-tech gamified mathematics instruction compared with traditional teaching in an Indonesian elementary school. Intact classes at SD Negeri 001 Tana Tidung (Sesayap, North Kalimantan) were assigned to gamification (n=47) or traditional (n=46). Both groups completed a 25-item pretest and posttest across 4–6 sessions. The primary outcome was posttest achievement analyzed with ANCOVA (covariate: pretest); secondary indicators were N-Gain, Hedges’ g, mastery (≥70), on-task engagement, and treatment fidelity. Results showed a significant group effect, F(1,89)=11.0, p=0.0012, partial η²=0.11. Adjusted means favored gamification (79.2; 95% CI [77.0, 81.4]) over traditional (72.7; [70.4, 75.0]), Δ=6.5; g≈0.70. N-Gain was 0.53 (gamification) vs 0.37 (traditional). Mastery reached 83.0% vs 63.0% (OR=2.60, 95% CI [1.20, 5.60]). Engagement was higher under gamification (78.6% vs 68.1%) and positively predicted posttest (β=0.28, p=0.004). Fidelity averaged 88% (κ=0.79). Findings indicate that progress- and process-oriented gamification with immediate feedback improves learning outcomes and classroom engagement, offering a feasible, scalable option for resource-limited settings.
Hubungan Antara Fasilitas Belajar di Rumah Dengan Prestasi Belajar Selama Pembelajaran Daring pada Siswa Kelas IV SD se-Gugus 5 Kecamatan Lawang Nina Ismatun Nadhiyah; Siti Mas’ula; Nina Ismatun Nadhiyah; Siti Mas’ula; Suhartono Suhartono
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 12 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v1i122021p968-978

Abstract

Abstract: Learning facilities at home are all tools at home that are used to facilitate learning activities so that students can obtain learning achievements as expected. Learning achievement is the result achieved by students related to knowledge after participating in learning activities in the form of lesson values expressed in the form of numbers, letters, symbols, or numbers. This research aims to (1) describe learning facilities at home during online learning for fourth grade elementary school students, (2) describe learning achievement during online learning for fourth grade elementary school students, (3) find out a positive and significant relationship between home learning facilities with learning achievement during online learning in fourth grade elementary school students in cluster 5 Lawang District. This research is quantitative research which is included in the type of correlation. The results of data analysis obtained: (1) learning facilities at home during online learning for fourth grade elementary school students in cluster 5 Lawang District are included in the good category with an average of 12.9474 and a percentage of 72 percent is obtained, (2) learning achievement during learning online learning in fourth grade elementary school students in cluster 5 Lawang District is in the good category with an average of 79.4737 and a percentage of 79 percent is obtained, (3) there is a positive and significant relationship between learning facilities at home and learning achievement during online learning in fourth grade elementary school students in cluster 5 Lawang District with the acquisition of Sig. (2-tailed) less than 0.05 i.e. 0.000 less than 0.05, the value of rcount (Pearson Correlation) greater than r table is 0.711 greater than 0.181, and an asterisk (**) on the results of SPSS analysis which means that there is a relationship between variable X and variable Y. The value of r count is positive, which means that the direction of the relationship between variable X and variable Y is positive. The r count value of 0.711 is at the level of a strong relationship, which means that there is a significant relationship between the X variable and the Y variable. Abstrak: Fasilitas belajar di rumah adalah segala alat yang ada di rumah yang digunakan untuk memudahkan dan melancarkan kegiatan pembelajaran sehingga siswa dapat memperoleh prestasi belajar sesuai dengan yang diharapkan. Prestasi belajar merupakan hasil yang dicapai oleh siswa berkaitan dengan aspek pengetahuan setelah mengikuti kegiatan pembelajaran berupa nilai pelajaran yang dinyatakan dalam bentuk angka, huruf, simbol, ataupun angka. Penelitian ini bertujuan untuk (1) mendeskripsikan fasilitas belajar di rumah selama pembelajaran daring pada siswa kelas IV SD, (2) mendeskripsikan prestasi belajar selama pembelajaran daring pada siswa kelas IV SD, (3) mengetahui hubungan yang positif dan signifikan antara fasilitas belajar di rumah dengan prestasi belajar selama pembelajaran daring pada siswa kelas IV SD se-gugus 5 Kecamatan Lawang. Penelitian ini merupakan penelitian kuantitatif yang termasuk dalam jenis korelasional. Hasil analisis data diperoleh: (1) fasilitas belajar di rumah selama pembelajaran daring pada siswa kelas IV SD se-gugus 5 Kecamatan Lawang termasuk dalam kategori baik dengan rata-rata 12,9474 dan diperoleh persentase 72 persen, (2) prestasi belajar selama pembelajaran daring pada siswa kelas IV SD se-gugus 5 Kecamatan Lawang termasuk dalam kategori baik dengan rata-rata 79,4737 dan diperoleh persentase 79 persen, (3) terdapat hubungan yang positif dan signifikan antara fasilitas belajar di rumah dengan prestasi belajar selama pembelajaran daring pada siswa kelas IV SD se-gugus 5 Kecamatan Lawang dengan perolehan nilai Sig. (2-tailed) kurang dari 0,05 yaitu 0,000 kurang dari 0,05, nilai r hitung (Pearson Correlation) lebih dari r tabel yaitu 0,711 lebih dari 0,181, dan tanda bintang (**) pada hasil analisis SPSS yang berarti terdapat hubungan antara variabel X dengan variabel Y. Nilai r hitung bernilai positif yang berarti arah hubungan antara variabel X dengan variabel Y yaitu positif. Nilai r hitung yaitu 0,711 berada pada tingkat hubungan kuat yang berarti terdapat hubungan yang signifikan antara variabel X dengan variabel Y.
Analisis Dampak Game Online terhadap Hasil Belajar Siswa Kelas IV B di SD Negeri Sawojajar 01 Kota Malang Retno Ayu Wardany; Suhartono Suhartono; Retno Ayu Wardany; Suhartono Suhartono; Siti Mas’ula
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 12 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v1i122021p1020-1035

Abstract

Abstract: The development of gadgets and applications in them is increasing along with technological developments in the era of digitalization. One of the applications that is developed and most downloaded by users of online applications is online games. Based on initial interviews conducted at SD Negeri Sawojajar 01 Malang City, it was obtained that many grade IV B students like to play online games. The online games that are played also vary. Students who like to play online games spend time playing online games at different times of the day. The reason students like to play online games is because they feel bored studying. Students who like to play online games also have varying grades or learning outcomes. This research aims to analyze the impact of online games on the learning outcomes of grade IV B students at SD Negeri Sawojajar 01 Malang City. The design of this research used a mixed method (PMC) explanatory sequential model. Data collection techniques in this research were questionnaires, interviews, and documentation. Based on the research that has been done, the results show that online games have a negative impact on student learning outcomes, namely students are less able to remember learning materials, have difficulty understanding learning materials received in class, have difficulty in terms of reasoning material, students often say dirty words, often daydream. in the classroom, do not focus on learning, lack of student reflexes to something that happens, students are not punctual in doing and collecting assignments, and not being serious in doing the assignments that have been given by the teacher. Abstrak: Perkembangan gadget dan aplikasi yang ada di dalamnya meningkat seiring dengan perkembangan teknologi di era digitalisasi. Salah satu aplikasi yang berkembang dan paling banyak didownload oleh pengguna aplikasi online adalah game online.. Berdasarkan wawancara awal yang dilakukan di SD Negeri Sawojajar 01 Kota Malang, diperoleh informasi bahwa banyak siswa kelas IV B suka bermain game online. Game online yang dimainkan pun bervariasi. Siswa yang suka bermain game online menghabiskan waktu untuk bermain game online dalam jangka waktu yang berbeda dalam sehari. Alasan siswa suka bermain game online karena merasa bosan belajar. Siswa yang suka bermain game online juga memiliki nilai atau hasil belajar yang bervariasi. Penelitian ini bertujuan untuk menganalisis dampak game online terhadap hasil belajar siswa kelas IV B di SD Negeri Sawojajar 01 Kota Malang. Desain penelitian ini menggunakan metode campuran (PMC) model explanatory sequential. Teknik pengumpulan data dalam penelitian ini adalah angket, wawancara, dan dokumentasi. Berdasarkan penelitian yang telah dilakukan, diperoleh hasil bahwa game online mempunyai dampak negatif terhadap hasil belajar siswa yaitu siswa kurang mampu dalam mengingat materi pembelajaran, sulit memahami materi pembelajaran yang diterima di kelas, mengalami kesulitan dalam hal materi penalaran, siswa sering berkata kotor, sering melamun di dalam kelas, tidak fokus terhadap pembelajaran, kurangnya reflek siswa terhadap sesuatu yang terjadi, siswa tidak tepat waktu dalam mengerjakan dan mengumpulkan tugas, serta tidak bersungguh-sungguh dalam mengerjakan tugas yang telah diberikan oleh guru.
Pengembangan E-LKPD Berbasis Problem Based Learning Menggunakan Live Worksheets pada Materi Perbandingan Di Kelas V Sekolah Dasar Fevy Marta Wijaya; Ni Luh Sakinah Nuraini; Fevy Marta Wijaya; Ni Luh Sakinah Nuraini; Siti Mas’ula
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 4 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v2i42022p368-379

Abstract

Abstract: The Covid-19 pandemic that occurred around the world caused the inhibition of several areas of life, including education. Limited face-to-face activities become one of the problems that resulted in the process of delivering the material can not be done optimally. It takes a technology-based teaching materials that can help solve these problems, namely E-LKPD. The purpose of this research and development is to develop and determine the results of validation and practicality analysis of e-LKPD based Problem Based Learning using live worksheets in proportion material. The approach used in this study is R&D or Research and Development and the method used is ADDIE. The subjects of this study were 5th grade students of SDN Karangtengah 1 Blitar City. The trial was conducted on a small group of 6 students and a large group of 31 students. Product validation results from media experts obtained an average of 92 percent which is included in the valid category. Product validation results from material experts and teachers as users, respectively obtained 90 percent and 94 percent which are included in the valid category. The practicality of e-LKPD products from students showed a positive response with an average percentage of 95.27 percent in the very good category. So it can be concluded that E-LKPD product based on Problem Based Learning used in this proportion material is declared worthy use in learning. Abstrak: Pandemi Covid-19 yang dialami banyak negara sebabkan terhambatnya beberapa bidang kehidupan tak terkecuali bidang pendidikan. Terbatasnya kegiatan tatap muka jadi salah satu masalah yang mengakibatkan proses sampaikan materi tidak dapat dilakukan dengan maksimal. Dibutuhkan sebuah bahan ajar berbasis teknologi yang dapat membantu menyelesaikan masalah tersebut, yaitu E-LKPD. Tujuan dari studi ini yaitu guna mengembangkan E-LKPD yang valid dan praktis yang berbasis “Problem Based Learning” memakai live worksheets pada materi perbandingan. Pendekatan studi ini memakai “Research and development” dengan metode ADDIE. Subjek dari studi ini ialah siswa kelas V SDN Karangtengah 1 Kota Blitar. Uji coba dilaksanakan pada kelompok kecil sebanyak 6 siswa dan kelompok besar dengan jumlah 31 siswa. Hasil dari validasi produk E-LKPD dari ahli media memperoleh rata-rata keseluruhan yakni 92 persen dalam kategori sangat valid. Validasi dari ahli materi diperoleh rata-rata keseluruhan yakni 90 persen dalam kategori sangat baik serta validasi dari Guru jadi pemakai memperoleh rata-rata keseluruhan yakni 94,2 persen dalam kategori sangat baik. Kepraktisan produk E-LKPD dari siswa menunjukkan respon positif dengan persentase rata-rata yakni 95,27 persen dalam kategori sangat baik. Dapat disimpulkan bahwa produk E-LKPD berbasis PBL yang digunakan pada materi perbandingan ini dinyatakan layak digunakan dalam pembelajaran.
Desain joyful deep learning dan penguatan pemecahan masalah matematis siswa sekolah dasar Siti Mas’ula; M. Luthfi Oktarianto; Sri Rahayuningsih; Herlina Herlina; Rangga Budiyono; Nur Cahya Sugiana
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 3 (2025): December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i3.110820

Abstract

Pembelajaran matematika di sekolah dasar sering belum mampu menumbuhkan keterlibatan dan kedalaman berpikir siswa. Penelitian ini bertujuan mendeskripsikan peran guru sebagai desainer pembelajaran Joyful Deep Learning (JDL) dalam menciptakan pengalaman belajar matematika yang bermakna dan menantang. Penelitian menggunakan pendekatan kualitatif deskriptif dengan desain studi kasus eksploratif. Subjek terdiri atas enam guru matematika di SD Laboratorium UM. Data dikumpulkan melalui wawancara mendalam, observasi kelas, studi dokumentasi, dan tes pemecahan masalah, kemudian dianalisis melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa guru berperan penting sebagai learning designer yang mampu mengintegrasikan aspek afektif dan kognitif dalam pembelajaran. Implementasi JDL mendorong siswa lebih aktif, reflektif, dan kreatif dalam memecahkan masalah matematis. Penelitian menyimpulkan perlunya penguatan kompetensi desain pembelajaran guru melalui pelatihan reflektif dan inovasi pedagogis agar JDL dapat menjadi paradigma baru pembelajaran matematika di sekolah dasar. Joyful deep learning design and its role in enhancing mathematical problem-solving in elementary schools Abstract: Elementary mathematics learning often fails to foster student engagement and deep thinking, highlighting the need for an approach that balances joy and conceptual understanding. This study aims to describe the teacher’s role as a learning designer in implementing Joyful Deep Learning (JDL) to create meaningful and challenging mathematics learning experiences. Using a descriptive qualitative approach with an exploratory case study design, the research involved six mathematics teachers at the UM Laboratory Elementary School. Data were collected through in-depth interviews, classroom observations, document analysis, and problem-solving tests, then analyzed through data reduction, data display, and conclusion drawing. The findings indicate that teachers play a crucial role as learning designers who integrate affective and cognitive dimensions in instruction. JDL implementation encourages students to be more active, reflective, and creative in solving mathematical problems. The study underscores the need to strengthen teachers’ learning design competencies through reflective training and pedagogical innovation.
Dampak Inquiry–Deep Learning terhadap pembelajaran cahaya di sekolah dasar Ainur Rofiqi; Siti Mas'ula; Inul Zulzila
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 3 (2025): December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i3.109692

Abstract

Tujuan penelitian ini adalah mendeskripsikan peningkatan hasil belajar dan keterampilan proses sains murid kelas V melalui penerapan Inquiry–Deep Learning (IDL) pada materi cahaya. Metode penelitian menggunakan desain Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus. Subjek penelitian terdiri atas 28 murid kelas V yang ditentukan melalui teknik cluster sampling. Data dikumpulkan menggunakan tes hasil belajar dan lembar observasi keterampilan proses sains. Hasil penelitian menunjukkan adanya peningkatan ketuntasan hasil belajar dari 39,28% pada siklus I menjadi 100% pada siklus II, serta peningkatan keterampilan proses sains dari 70,08% menjadi 83,77%. Temuan penelitian mengindikasikan bahwa pembelajaran IDL mampu mendorong keterlibatan aktif murid dalam proses inkuiri dan pemaknaan konsep secara mendalam. Simpulan penelitian menegaskan bahwa IDL efektif digunakan untuk meningkatkan hasil belajar dan keterampilan proses sains pada pembelajaran IPA materi cahaya di sekolah dasar. The impact of Inquiry–Deep Learning on light education in Elementary schools Abstract: The purpose of this study was to describe the improvement of learning outcomes and science process skills of fifth-grade students through the implementation of Inquiry–Deep Learning (IDL) on light concepts. The method employed was Classroom Action Research following the Kemmis and McTaggart model, conducted in two cycles. The research subjects consisted of 28 fifth-grade students selected using cluster sampling. Data were collected using learning achievement tests and science process skills observation sheets. The results showed an increase in learning mastery from 39.28% in Cycle I to 100% in Cycle II, along with an improvement in science process skills from 70.08% to 83.77%. The findings indicate that IDL promotes active student engagement in inquiry-based learning and deeper conceptual understanding. The conclusion confirms that Inquiry–Deep Learning is effective in enhancing learning outcomes and science process skills in elementary science learning on light concepts.
Co-Authors Abdulkadir Rahardjanto Ade Eka Anggraini Adi Admoko Af Idah, Salis Ainur Rofiqi Alfiatul Khusnia Anas Thohir Andi Basuki Anggarika, Febyana Setya Aprelita Hana Sajida Aprilia, Ariska Dwi Arda Purnama Putra Aries Dirgayunita Aura Nahra Nur Laila Azizi, Ata Fauzi Bahari, Priya Kusuma Barus , Yohannes Kurniawan Budi Setiawan Budiyono, Rangga Cahya S, Nur Cahyani, Fitriana Kurnia Damayanti, Susan Desi Hermawati, Desi Dewi Ayu Sakdiyyah Dewi, Santi Kurnia Dinik Hanisvana Dyan A, Anggitania Edy Sucipto Erif Ahdhianto, Erif Erif Ardhianto Etty Soesilowati Evi Ananda Putri Evita Puji Hardiyanti Evita Puji Hardiyanti Fadhilah, Ayu Faizah, Siti Faizah, Zulia Nurul Fauziyah Fevy Marta Wijaya Fevy Marta Wijaya Fina Liswati Rahayu Firdalia Lisa Anggraini Fitriah, Ulfa Laelatul Fransiska Nurul Sofiana Fransiska Nurul Sofiana Herlina Herlina I Wayan Bayu Wiarta Ibrahim Bafadal Inul Zulzila Iruntyasari, Nevy Isnanda, Adela Aprilia Jihan Ikrima Kaisra Alfikri Islami Karimah, Nikmatul Khusnul Khotimah Kirana, Rida Nanda Kusumaningtyas, Anisa Wahyu Lailatun, Silvia Laylatul Putri Rahmadini Luky, Zulaeka Setya Luna Platina M. Anas Ardhianto M. Anas Thohir M. Luthfi Oktarianto M. Zainuddin M. Zainuddin Mardhatillah, Mardhatillah Maretina, Gitanyali Bening Maria Shalvahana Mutiara Marianah, Dina Maulida Dedek Budi'ani Mellyaning K, Rika Moh Dahlan Mufidatuz Zuhro Mufidatuz Zuhro Muh. Arafik Muhammad Aris Ichwanto Naidasari, Ulfi Nanda Ayu Nandawika, Itvianoke Jihan Naseha, Siti Durotun Nasrullah Ali Fauzi Nevy Iruntyasari Nevy Iruntyasari Nevy Iruntyasari Ni Luh Sakinah Ni Luh Sakinah Ni Luh Sakinah Ni Luh Sakinah Nuraini Ni Luh Sakinah Nuraini Nina Ismatun Nadhiyah Nina Ismatun Nadhiyah Novita Nur Aini Novitasari Novitasari Nur Ainy Nur Ainy Nur Aqila Khansa Nur Cahya Sugiana Nursela Yunika Mesita Nurul Hidayah Oktaviani Adhi Suciptaningsih Pertiwi, Putri Persada Pratama, Surya Adi Priya Kusuma Bahari Priya Kusuma Bahari Punaji Setyosari Puput Intan Novita Putri Puput Intan Novita Putri Putri Junaina Miratul Habibah Rahmasari, Feby Dwi Rangga Budiyono Ratih Elvia Valda Retno Ayu Wardany Retno Ayu Wardany Rifqi Al Farizza Riska Pristiani Riska Pristiani Rohmah, Adinda Syofiatur Sa'dun Akbar Sang Aji Prawismo Setianingsih Setianingsih, Setianingsih Setyo Maqbul Raharjo Setyo Maqbul Raharjo Shirly Rizki Kusumaningrum Sijah Mariani Siti Faizah Siti Mas’ula Situmorang, Raja Uruk Slamet Arifin Slamet Arifin Sri Rahayuningsih Sudirman Sudirman Suhartono Suhartono Suhartono Suhartono Sumarni, Tutin SURAYANAH . Susandi, Ari Syahrul Syahrul Thohir , M. Anas Tommy Tanu Wijaya Tri Murti Tri Susilowati Waliah, Diyah Rutin Wan Marzuki Wan Jaafar Wicaksono, Samsiar Tri Bagus Wikan Galuh Widyarto Yudhitia Dian Putra Yulia Linguistika Yulina Fadilah Yulita, Indah Yuniawatika Yuniawatika , Yuniawatika Yunita Dwi Tamara