Taty Rosiana Koroh
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PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) TERHADAP KETERAMPILAN KOLABORASI DAN HASIL BELAJAR SISWA PADA PEMBELAJARAN IPAS DI KELAS IV SDN DANAU INA KOTA KUPANG Alesia Lusi, Astrit; Taty Rosiana Koroh; Jannes Bastian Selly
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56440

Abstract

This research is motivated by the low collaboration skills and learning outcomes of students in science learning in grade IV of SDN Danau Ina, Kupang City. Students tend to be less active in working together, discussing, and participating in group activities, which impacts on low learning outcomes. This study aims to determine the effect of the Project Based Learning (PjBL) learning model on collaboration skills and student learning outcomes in science learning. The study used a quantitative approach with a quasi-experimental method and a nonequivalent control group design. The research population was grade IV, namely grade IV A and IV B, each of which consisted of 29 students. The sampling technique used saturated sampling so that the entire population was used as a research sample consisting of the experimental class and the control class. Data were collected through observation sheets, questionnaires, and tests. Data analysis used descriptive and inferential statistics with the help of IBM SPSS Statistics 22. The results of the Shapiro-Wilk normality test and Levene's homogeneity test showed a significance value > 0.05 so that the data were normally distributed and homogeneous. The results of the hypothesis test using the Independent Sample t-test showed a significance value of 0.000 < 0.05, which means there is a significant difference between the experimental class and the control class. The results showed that the pretest scores for collaboration skills in both classes were still dominated by the sufficient category and the learning outcomes were not yet complete. After the treatment, the posttest results showed that the collaboration skills of the experimental class increased to be dominated by the good and very good categories, while the control class was still dominated by the sufficient category. In addition, the completeness of learning outcomes in the experimental class reached 93.1%, while in the control class it was only 13.8%. Thus, the PjBL model has a significant effect on collaboration skills and student learning outcomes so that H1 is accepted and H0 is rejected.
PENGARUH PEMBELAJARAN DEEP LEARNING BERBASIS GAMIFIKASI TERHADAP HASIL BELAJAR PESERTA DIDIK DALAM PEMBELAJARAN IPAS MATERI BENTANG ALAM INDONESIA KELAS III DI SD GMIT AIRNONA 12 Mone, Fenesia Precillia; Taty Rosiana Koroh; Nawa, Netty E. A.
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56524

Abstract

The research entitled "The Effect of Gamification-Based Deep Learning on Student Learning Outcomes in Science Learning on the Indonesian Landscape Material for Grade III at GMIT Airnona 12 Elementary School is motivated by the low learning outcomes of grade III students because the learning approach used by teachers is still conventional. This study aims to determine whether there is a difference in learning outcomes between students who go through the learning process using the Gamification-based Deep Learning approach and students who go through the learning process with a conventional approach on the Indonesian Landscape material in grade III of GMIT Airnona 12 Elementary School. This study uses a quantitative research method. All grade III students are used as the population as well as the research sample. The data collection techniques used are test and observation techniques using the Gamification-based Deep Learning approach, test questions, and observation sheets as research instruments. The data analysis used is a prerequisite analysis test and hypothesis testing. The results of the prerequisite test show that the resulting probability level is 0.223, which is greater than 0.05 (0.223 > 0.05) so it is stated that for the pretest and the posttest results of the experimental and control classes were homogeneous. Meanwhile, the results of the hypothesis test showed a significance value with an F count of 1.522 of 0.176. This significance value is greater than 0.05 (0.176 > 0.05), thus concluding that there is no significant difference between the final ability results of students between the experimental class that implemented Gamification-based Deep Learning and the control class that implemented conventional learning. Thus, it can be concluded that the Gamification-based Deep Learning approach has a significant effect on the learning outcomes of third-grade students of GMIT Airnona 12 Elementary School in the Natural Sciences lesson regarding the topic of Indonesian Landscapes.