Rahmah Maulidi, Saniyatul Mafarrikhah
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UPAYA MENINGKATKAN MOTIVASI BELAJAR DALAM PEMBELAJARAN PKN MELALUI PERMAINAN JELAJAH PADA SISWA SEKOLAH DASAR Rahmah Maulidi, Saniyatul Mafarrikhah; Pangestu, Widya Trio
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 3 (2025): Vol. 5 No. 3 Edisi Agustus 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v5i3.2814

Abstract

Penelitian ini bertujuan untuk mengetahui hasil belajar siswa serta untuk mengetahui pentingnya motivasi belajar dalam meningkatkan hasil belajar siswa dalam pembelajaran PKn materi “Aturan di Sekitarku” melalui penerapan permainan menjelajahi di sekolah pada kelas IV SDN Sidotopo Wetan I/255 Surabya. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK).Subjek penelitian adalah siswa kelas IV-E SDN Sidotopo Wetan I/255 Surabaya serta salag satu guru kelas yang ada disana. Instrumen yang digunakan dalam penelitian adalah: 1) Observasi, 2) Tes. Berdasarkan hasil penelitian dapat disimpulkan bahwa pemberian permainan jelajahi sekolahku memiliki pengaruh dalam meningkatkan motivasi belajar siswa hal ini terlihat dari rata-rata pemberian angket sebelum pemberian eksperimen berupa kegiatan pembelajaran sebanyak dua kali memiliki penurunan dari yang sebelumnya memiliki rata-rata 85,34 menjadi 74,8 kemudian setelah diberi perlakuan dan di observasi dengan memberikan lembar prestasi rata-rata mengalami peningkatan menjadi 82,58.
Meningkatkan Motivasi Belajar Siswa dengan Permainan 'Jelajahi Sekolahku' dalam Pembelajaran Pendidikan Pancasila Rahmah Maulidi, Saniyatul Mafarrikhah; Pangestu, Widya Trio
Jurnal Kewarganegaraan Vol. 22 No. 1 (2025): March 2025
Publisher : Department of Pancasila and Civic Education, Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jk.v22i1.64420

Abstract

The lack or decline of students' learning motivation requires highly engaging learning activities, one of which is by implementing learning innovations through games that can be used as learning media. This study aims to determine the effect of the "Explore My School" game on increasing students' learning motivation. This research employs a quantitative experimental method with a one-shot case study design to test the predetermined hypothesis, conducted in Grade IV of SDN Sidotopo Wetan I/255 Surabaya. The implementation of the "Explore My School" game received positive responses from students, as they perceived the activity as making their classroom atmosphere more engaging. Observations also indicated that students appeared highly enthusiastic when the game was introduced. The conclusion of this study suggests that the game successfully increased students' learning motivation, as shown by their improved learning outcomes. This is evidenced by the hypothesis test results, where the t-value was 2.846, which is greater than the t-table value, leading to the acceptance of the alternative hypothesis (Ha). Additionally, this study can serve as a reference for teachers regarding one of the effective ways to enhance students' learning motivation.