Amalia, Luthfia
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PENGARUH MODEL GAME BASED LEARNING (GBL) BERBANTUAN EDUCAPLAY TERHADAP HASIL BELAJAR IPAS SISWA KELAS V SD Amalia, Luthfia; Handayani, Widya; Amiruddin, Amiruddin
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.v5i3.3155

Abstract

Penelitian ini dilatarbelakangi oleh hasil belajar siswa terhadap pelajaran IPAS masih berada dibawah KKTP. Penelitian ini bertujuan untuk mengetahui pengaruh model Game Based Learning berbantuan Educaplay terhadap hasil belajar siswa pada pembelajaran IPAS Kelas V SD di SD Negeri 99 Palembang. Pendekatan dalam penelitian ini menggunakan pendekatan kuantitatif. Adapun metode penelitian yang digunakan yaitu metode eksperimen dengan desain penelitian ekperimen yang digunakan adalah Pre-Experimental Design dalam bentuk One Group Pretest-Posttest Design. Berdasarkan dari hasil hipotesis uji Wilcoxon Match Pairs Test dilihat dari Mean Ranks Positive Ranks mengalami peningkatan sebesar 10,50 dan Negative Ranks tidak mengalami penurunan yaitu sebesar 0,00 dimana artinya terjadi peningkatan hasil belajar IPAS siswa setelah mendapatkan treatment, serta diperoleh nilai sig. (2-tailed) 0,001 ≤ 0,05, maka dapat dinyatakan Ha diterima dan H0 ditolak. Dengan demikian, sesuai kriteria pengujian hipotesis jika Ha diterima maka dapat ditarik kesimpulan bahwa terdapat pengaruh yang signifikan antara penggunaan model Game Based Learning (GBL) berbantuan Educaplay terhadap hasil belajar IPAS siswa kelas V.
Efforts to Improve the Achievement of Science Learning Outcomes in Grade IV Elementary School are Assisted Through Guessing Games Arni, Yusni; Amalia, Luthfia; Putri, Zahra Salsabila; Devi, Sri
Education Achievement: Journal of Science and Research Volume 5 Issue 1 March 2024
Publisher : Pusdikra-Publishing.com

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/jsr.v5i1.1787

Abstract

Despite the usage of learning media, science learning outcomes remain low. The kids' learning outcomes, which are still below the KKM, demonstrate this fact. Therefore, the goal of this study is to enhance class IV students' scientific learning outcomes by using picture guessing games. In order to improve science learning outcomes relating the properties of light in class IV at SD 1 Sungai Pedada Kec. Tulung Selapan Kab. OKI Semester I for the 2023-2024 academic year, the researcher intends to conduct research in class IV at SD 1 Sungai Pedada by adopting an image guessing game. This study, which encompasses two cycles of classroom action research, use observation techniques to measure increases in teacher and student engagement, exams to measure increases in student learning outcomes, and the gathering of research-related data. Thirteen male and twelve female fourth-graders made up the research subjects. Complete learning outcomes of 71,20 in cycle I and 86,48 in cycle II could be obtained based on the data analysis results; there was a 15.28% difference in the average interval score percent. There was a 5,08% rise based on the pre-cycle comparison of cycles I and II. It has been determined that using the picture guessing game in science classes in class IV SD 1 Sungai Pedada can enhance student learning outcomes.