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Implementation of Problem-Based Learning Model with Three-Dimensional Media and Interactive Games to Improve 3 Domains of Student Learning Outcomes Hikmawati, Hikmawati; Sofiya, Rizka; Zakia, Hanna; Islami, Diyan; Rahman, Bq Olivia; Susanti, Susi; Novianti, Tri; Zohriana, Zohriana
AMPLITUDO : Journal of Science and Technology Innovation Vol. 3 No. 2 (2024): August
Publisher : Balai Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56566/amplitudo.v3i2.289

Abstract

This study aims to describe the profile of student learning outcomes in the affective, cognitive, and psychomotor domains through the application of the Problem Based Learning (PBL) model supported by three-dimensional media and interactive games in grades V and VI of SD Negeri 29 Ampenan. This type of research is a case study with a descriptive approach. Data collection was carried out using observation sheets to assess the affective domain, a final learning test to assess the cognitive domain, and a performance sheet to assess the psychomotor domain. The learning topics include 4 topics, namely Listening to folk tales., Pancasila in my life, Diseases affecting the musculoskeletal system, and Hearing because of sound. The learning implementation was carried out on July 23, 24, 25, and 26, 2024, respectively. The results showed that the application of PBL with three-dimensional media and interactive games had a positive effect on the three domains of learning outcomes. In the affective domain, students showed increased cooperation, responsibility, and discipline. The cognitive domain recorded a good understanding of the learning concept according to the topic. In the psychomotor domain, students were able to complete practice-based tasks with satisfactory results. These findings support the constructivism theory, which emphasizes the importance of hands-on and interactive experiential learning to enhance deep conceptual understanding. This study recommends the use of innovative media such as three-dimensional and interactive games in the PBL model to enhance students' learning outcomes holistically.
Peningkatan Hasil Belajar Siswa Pada Mata Pelajaran IPAS Melalui Model Problem-Based Learning (PBL) Dengan Metode Demonstrasi Pada Kelas V SD Negeri 29 Ampenan Zakia, Hanna; Hikmawati; Zohriana
Journal of Classroom Action Research Vol. 7 No. 2 (2025): Mei 2025
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v7i2.10678

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) melalui penerapan model Problem-Based Learning (PBL) dengan metode demonstrasi di kelas V SD Negeri 29 Ampenan. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang terdiri dari dua siklus, dengan tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 29 siswa kelas V SDN 29 Ampenan tahun ajaran 2024/2025. Data dikumpulkan melalui tes hasil belajar, observasi, dan wawancara, serta dianalisis secara kuantitatif dan kualitatif. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam hasil belajar siswa. Pada pra-siklus, rata-rata nilai siswa sebesar 61,38 dengan ketuntasan klasikal 44,83%. Setelah penerapan model PBL dengan metode demonstrasi, hasil belajar meningkat pada Siklus I dengan rata-rata nilai 71,72 dan ketuntasan klasikal 72,41%. Peningkatan lebih lanjut terjadi pada Siklus II, di mana rata-rata nilai mencapai 91 dengan ketuntasan klasikal sebesar 97%. Selain peningkatan nilai akademik, observasi juga menunjukkan bahwa keterlibatan dan pemahaman siswa terhadap konsep bunyi dan sifatnya meningkat secara signifikan. Penerapan model Problem-Based Learning (PBL) yang dikombinasikan dengan metode demonstrasi efektif dalam meningkatkan hasil belajar siswa dalam pembelajaran.