Dyah Rahmah Yulianti
Universitas Negeri Semarang

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PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN MEDIA PAPAN PANCASILA TERHADAP HASIL BELAJAR PPKN SISWA KELAS IV SD NEGERI 2 SARIREJO Dyah Rahmah Yulianti; Herlina Dewi Puspitasari; Susilo Tri Widodo; Wulan Aulia Azizah; Erni Sofiana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i5.2143

Abstract

Penelitian ini dilatarbelakangi oleh penggunaan metode ceramah yang kurang disukai siswa, pembelajaran yang seringkali berfokus pada video studi kasus, dan belum digunakannya alat peraga dalam membelajarkan PPKN, sehingga membuat siswa kurang tertarik dalam pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh model Problem Based Learning berbantuan media papan pancasila terhadap hasil belajar siswa pada mata pelajaran PPKN. Penelitian ini menggunakan pendekatan kuantitatif metode eksperimen dengan desain penelitian Pre-Experimental Design, jenis One Group Pretest-Posttest Design. Subjek penelitian ini adalah guru dan siswa kelas IV SD Negeri 2 Sarirejo yang berjumlah 20 siswa. Teknik pengumpulan data yang digunakan, yaitu tes dan non tes. Tes berupa pretest dan posttest dan non tes berupa wawancara dan observasi. Teknik analisis data yang digunakan, yaitu uji normalitas, uji homogenitas, uji hipotesis paired sample test, dan uji N-Gain. Berdasarkan hasil analisis data pretest dan posttest menunjukkan bahwa rata-rata nilai pretest adalah 45.40 dan posttest adalah 77.20. Pada hasil uji hipotesis paired sample test diperoleh nilai signifikansi (2-tailed) < 0,001 < 0,05 atau thit 12.292 > ttab 2.093, sehingga dapat disimpulkan bahwa terdapat pengaruh penerapan model pembelajaran Problem Based Learning berbantuan media papan Pancasila terhadap hasil belajar PPKN siswa kelas IV SD Negeri 2 Sarirejo. Pada hasil uji N-Gain diperoleh hasil N-Gain score 0,57 yang berarti berada pada kategori sedang dan N-Gain persen sebesar 57%, sehingga dapat disimpulkan bahwa penerapan model pembelajaran Problem Based Learning berbantuan media papan Pancasila cukup efektif dalam meningkatkan hasil belajar PPKN siswa kelas IV SD Negeri 2 Sarirejo.
Keefektifan Model Teams Games Tournament (TGT) Berbantuan Media Permainan Ular Tangga Berbasis Misi Terhadap Motivasi dan Hasil Belajar Matematika Kelas III Sekolah Dasar Dyah Rahmah Yulianti; Yuli Witanto
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 10, No 2 (2025): VOLUME 10 NUMBER 2 MAY 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v10i2.6786

Abstract

This study aims to 1) test the difference in learning motivation between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 2) test the difference in learning outcomes between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 3) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning motivation; 4) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning outcomes. The method used in this research is quantitative with the type of research Quasi-Experimental Design with Posttest-Only Control Group Design. This research was conducted on third grade students of SDN Sadeng 01 and SDN Sadeng 03. The research sample consisted of 51 students, 29 in the experimental class and 22 in the control class. Data collection used observation, interviews, motivation questionnaires, and tests. Data analysis techniques used independent sample t-test and one sample t-test. The independent sample t-test test data for motivation shows tcount> t table, namely 2.770> 2.010 and learning outcomes show tcount> t table, namely 3.182> 2.010. One sample t-test test data for learning motivation shows tcount> t table, namely 7,166> 2,048 and learning outcomes tcount> t table, namely 8,120> 2,048. Therefore, it can be said that the experimental and control groups averages is different and the teams games tournament model supported by mission-based snakes and ladders media is useful for increasing student motivation and learning outcomes.