Upi Nispi Sabani
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PENERAPAN GAME MAZE CHASE UNTUK MENINGKATKAN ASPEK KOGNITIF SISWA KELAS V PADA MATA PELAJARAN IPA TENTANG SISTEM PENCERNAAN MANUSIA DI MI NAGARAKASIH 1 KOTA TASIKMALAYA Nurmatin, Suci; Upi Nispi Sabani
Asatidzuna | Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol 7 No 2 (2025): September, 2025
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat (P3M) STAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70143/asatidzuna.v7i2.564

Abstract

This study was motivated by the low cognitive performance of fifth-grade students in science subjects, particularly on the topic of the human digestive system. Pretest results showed that students’ understanding was still low, with an average score of 56.82 and only 36.4% meeting the minimum mastery criteria, indicating that previous learning methods were less effective. The aim of this study was to examine the implementation and improvement of students' cognitive aspects after applying an interactive learning medium based on the Maze Chase game. The research used a quantitative approach with a pre-experimental one-group pretest-posttest design. The subjects were 22 fifth-grade students at MI Nagarakasih 1 Kota Tasikmalaya. The research instruments included observation sheets and multiple-choice cognitive tests developed based on Bloom’s Taxonomy (C1–C4). The data were analyzed using descriptive and inferential statistics, including N-Gain and paired sample t-tests with the assistance of SPSS 26 software. The results showed an increase in the average score from 56.82 (pretest) to 83.41 (posttest), with the percentage of students achieving mastery increasing from 36.4% to 81.8%. The average N-Gain score was 0.65, categorized as moderate to high, and the t-test showed a significance value of 0.000 < 0.05, indicating a significant difference between the pretest and posttest results. Therefore, the use of Maze Chase is proven effective in enhancing students' cognitive performance and is considered a suitable learning medium for science education in elementary schools, especially on the topic of the human digestive system.
PENERAPAN GAME MAZE CHASE UNTUK MENINGKATKAN ASPEK KOGNITIF SISWA KELAS V PADA MATA PELAJARAN IPA TENTANG SISTEM PENCERNAAN MANUSIA DI MI NAGARAKASIH 1 KOTA TASIKMALAYA Zakiyah, Suci; Upi Nispi Sabani
Asatidzuna | Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol 8 No 1 (2026): Maret 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (P3M) STAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70143/zmdkf279

Abstract

Penelitian ini bertujuan untuk mengetahui pelaksanaan dan efektivitas penggunaan game Maze Chase dalam meningkatkan aspek kognitif siswa kelas V pada pembelajaran IPA khususnya materi sistem pencernaan manusia. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pre-eksperimental melalui model one group pretest-posttest. Subjek penelitian berjumlah 22 siswa kelas V MI Nagarakasih 1 Kota Tasikmalaya. Teknik pengumpulan data menggunakan lembar observasi dan tes kognitif pilihan ganda yang disusun berdasarkan taksonomi Bloom (C1–C4). Teknik analisis data menggunakan analisis deskriptif, uji N-Gain, dan uji t (paired sample test) dengan bantuan SPSS 26. Hasil penelitian menunjukkan adanya peningkatan nilai rata-rata dari 56,82 pada pretest menjadi 83,41 pada posttest. Persentase ketuntasan belajar meningkat dari 36,4% menjadi 81,8%. Nilai N-Gain sebesar 0,65 termasuk kategori sedang–tinggi. Hasil uji t menunjukkan nilai signifikansi 0,000 < 0,05 yang berarti terdapat perbedaan signifikan antara hasil pretest dan posttest. Dengan demikian, penggunaan game Maze Chase efektif dalam meningkatkan aspek kognitif siswa pada pembelajaran IPA materi sistem pencernaan manusia