I Komang Wisnu Budi Wijaya
Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar, Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Inovasi Pembelajaran Dengan Generative Learning dan Media Pop-Up Book: Pengaruhnya Terhadap Hasil Belajar Siswa Sekolah Dasar Putu Linda Sasmitha Maharani; Ni Made Anggreni; I Komang Wisnu Budi Wijaya
Bunayya: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 7 No. 2 (2026): Juni 2026
Publisher : Prodi PGMI STIT Al-Ittihadiyah Labuhanbatu Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61082/bunayya.v7i2.721

Abstract

This research is motivated by the low learning outcomes of students in Natural and Social Sciences (IPAS) subjects caused by the learning process that is still teacher-centered and the lack of use of innovative learning models and media. This study aims to analyze the influence of the Generative Learning learning model assisted by Pop-Up Book media on student learning outcomes on natural and artificial appearance materials in my area in grade III of SD Negeri 11 Sesetan City Denpasar Academic Year 2025/2026. This study uses a quantitative approach with a quasi experiment method and a Nonequivalent Control Group Design. The research population was all grade III students of SD Negeri 11 Sesetan with a sample of class III A as the experimental class and class III B as the control class. Data collection was carried out using learning outcome test instruments in the form of pretest and posttest. Data were analyzed using descriptive statistics and inferential statistics through normality tests, homogeneity tests, and hypothesis tests using independent sample t-tests. The results showed that there was a significant difference in learning outcomes between students who participated in learning using the Generative Learning model assisted by Pop-Up Book media and students who participated in conventional learning. The results of the hypothesis test showed a significance value (2-tailed) of 0.001 < 0.05, so that H? was rejected and H? was accepted. These findings show that the use of the Generative Learning model assisted by Pop-Up Book media can increase student involvement in learning and help students understand the concept of IPAS more concretely. Based on the results of the study, it can be concluded that the Generative Learning learning model assisted by Pop-Up Book media has a significant effect on the learning outcomes of social studies of grade III elementary school students. This research contributes as an alternative to innovative learning strategies that can help teachers create more active, interesting, and meaningful IPAS learning.
Pengaruh Model Pembelajaran Game Based Learning Berbantuan Media Memory Run Terhadap Hasil Belajar IPAS Siswa Ni Luh Putu Pratiwi; I Gusti Ngurah Triyana; I Komang Wisnu Budi Wijaya
CAHAYA: Journal of Research on Science Education Vol. 4 No. 2 (2026)
Publisher : Alpatih Harapan Semesta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70115/cahaya.v4i2.504

Abstract

Students often struggle to understand Science and Social Studies (IPAS) concepts, particularly the human respiratory system, due to uninnovative learning approaches and low participation. This study evaluates the impact of the Game Based Learning (GBL) model assisted by Memory Run media on fifth-grade students' learning outcomes. Anchored in John Dewey’s constructivism and Slavin’s motivation theory, this research argues that experiential, game-reinforced learning significantly enhances comprehension. A quantitative quasi-experimental method with a non-equivalent control group design was employed, utilizing multiple-choice objective tests as the instrument. The independent sample t-test yield a significance value (Sig. 2-tailed) of 0.002 < 0.05, confirming that the alternative hypothesis (Ha) is accepted. This proves that the Game Based Learning (GBL) model with Memory Run media significantly improves student learning outcomes. Elementary schools are highly recommended to implement this innovative model to foster active participation. Consequently, these findings imply that integrating digital or physical educational games into complex science topics can effectively bridge conceptual gaps in primary education