Claim Missing Document
Check
Articles

Found 2 Documents
Search

PENERAPAN GAME BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN IPAS SISWA KELAS V SD NEGERI 091254 BATU ONOM Simanjuntak, Melvin; Ninin Srivani Aritonang; Inri Fri insani Turnip; Herlina Panjaitan; Lusyanna Pakpahan; Trinisa Hutagalung; Yessika Siregar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23789

Abstract

Based on initial observations, the science and science learning process at SD Negeri 091254 Batu Onom, Siantar District, Simalungun Regency for the 2024/2025 academic year is not yet optimal. This is proven by the grade V odd semester report cards with an average of 65.5. This classroom action research was carried out by applying the Game Based Learning model. The Game Based Learning Model is a learning model with a play approach. The play method in learning functions to increase enjoyment and eliminate student boredom while studying so that it can increase students' enthusiasm for learning. This research aims to find out whether this method can improve students' cognitive aspects. This classroom action research consisted of 2 cycles with the research subjects being 21 students in class V of SD Negeri 091254 Batu Onom, Siantar District, Siamlungun Regency. Data about cognitive aspects was obtained from student test results. Indicators of success in the cognitive aspect must achieve a minimum of 65% completeness from at least 85% of the number of students taking the test. The research results showed an increase in students' cognitive aspects from cycles I to II. The cognitive aspect of cycle I during the pre test was 42,81% to 57,14% during the post test and cycle II during the post test was 14,28% to 85,71% during the post test. This learning model can be successful because the question disc game system requires students to answer questions randomly, so that students are responsible for their own answers and knowledge. From the research results, it can be concluded that the application of the Game Based Learning model on the subject of the water cycle and natural events can improve the cognitive aspects of class V students at SD Negeri 091254 Batu Onom, Siantar District, Simalungun Regency.
IMPLEMENTASI MEDIA PEMBELAJARAN BERBASIS DEEP LEARNING UNTUK MENGUATKAN KETERAMPILAN BERPIKIR TINGKAT TINGGI (HOTS) PESERTA DIDIK KELAS V DI UPTD SD NEGERI 125543 JALAN FAREL PASARIBU Maria Juwita Sinaga; Melani Miranda Manik; Morina Saragih; Nova Wanti Purba; Silvana Lumbangaol; Theresia Elisabeth Siburian; Yessika Siregar; David Togi Hutahaean
Pengembangan Penelitian Pengabdian Jurnal Indonesia (P3JI) Vol. 3 No. 4 (2025): Vol. 3. No. 4 (2025) : P3JI - NOVEMBER
Publisher : Universitas HKBP Nommensen Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penguatan keterampilan berpikir tingkat tinggi (Higher Order Thinking Skills atau HOTS) merupakan salah satu tuntutan utama dalam pembelajaran abad ke-21, khususnya pada jenjang sekolah dasar. Salah satu pendekatan yang dinilai efektif dalam mendorong HOTS adalah pendekatan deep learning yang menekankan pembelajaran bermakna, reflektif, kontekstual, dan berpusat pada siswa. Penelitian ini bertujuan untuk mendeskripsikan implementasi media pembelajaran berbasis deep learning serta menganalisis pengaruhnya terhadap penguatan HOTS siswa kelas V di UPTD SDN 125543. Penelitian ini menggunakan pendekatan kuantitatif dengan desain one-group pretest–posttest. Subjek penelitian terdiri atas 25 siswa kelas V. Instrumen penelitian meliputi tes HOTS, lembar observasi aktivitas siswa, dan angket respon siswa terhadap penggunaan media pembelajaran. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis deep learning mampu meningkatkan keterampilan berpikir tingkat tinggi siswa, yang ditunjukkan oleh peningkatan rata-rata nilai pretest ke posttest serta meningkatnya aktivitas belajar siswa pada aspek analisis, evaluasi, dan kreasi. Dengan demikian, dapat disimpulkan bahwa media pembelajaran berbasis deep learning efektif dalam menguatkan HOTS siswa sekolah dasar dan layak diterapkan dalam pembelajaran.