Raveldio Anelta
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Penggunaan Pendekatan Pembelajaran Berbasis HOTS Dalam Meningkatkan Kemampuan Problem Solving Di Sekolah Dasar Raveldio Anelta
Garuda: Jurnal Pendidikan Kewarganegaraan Dan Filsafat Vol. 2 No. 2 (2024): Juni: GARUDA: Jurnal Pendidikan Kewarganegaraan dan Filsafat
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/garuda.v2i2.3239

Abstract

The focus of the article is to describe the use of a HOTS-based learning model that can improve the problem solving abilities of students in elementary schools as well as strategies that can be used in implementing HOTS learning in the classroom. This research uses a literature study method by examining several sources from journals and books related to the use of the HOTS-based learning model in improving the Problem Solving abilities of students in elementary schools. This research uses the Systematic Literature Review (SLR) method or literature review by systematically identifying journals. The steps in the SLR method are 1) Develop Research Questions, 2) Selection Criteria, 3) Developing The Search Strategy, 4) The Study Selection Process, 5) Appraising the Quality of Studies.
Peningkatan Hasil Belajar Peserta Didik dalam Pembelajaran Matematika Materi Perbandingan Pecahan Menggunakan Model Pembelajaran Game Based Learning (GBL) di Kelas V SDN 13 Sembilan Koto Raveldio Anelta; Yarisda Ningsih
MASALIQ Vol 5 No 3 (2025): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i3.5564

Abstract

The problem of low student learning outcomes in mathematics learning in class V SDN 13 Sembilan Koto encourages the need for the use of innovative and fun learning models. This study aims to improve student learning outcomes by applying the Game Based Learning (GBL) model through the development and implementation of mathematics teaching modules. This research is a classroom action research (PTK) conducted in two cycles with qualitative and quantitative approaches. The research subjects were 15 fifth grade students. Data were collected through observation, tests, and non-tests with instruments in the form of observation sheets, test sheets, and rubrics for attitude and skills assessment. The data were analyzed quantitatively using the calculation of the final score and qualitatively through reflective descriptions. The results showed that the teaching module developed increased from 89.25% in cycle I to 96.4% in cycle II. Teacher and learner activities also showed a significant increase, each from the good to very good category. Learners' learning outcomes in the aspects of attitude, knowledge, and skills improved overall, where all learners managed to exceed the Criteria for Completion of Learning Objectives (KKTP). Thus, the use of the Game Based Learning model proved effective in improving the quality of mathematics learning and overall learner learning outcomes.