Maulida Putri Rizkiyah
Universitas Islam Negeri Kiai Haji Achmad SIddiq Jember

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Implementasi Game Based Learning dalam Meningkatkan Pemahaman Bahasa Indonesia Siswa Kelas III MI Nurul Islam Lumajang Alvi Syafa’atu Rosidah; Maulida Putri Rizkiyah; Anzilna Qotrun Nada; Ainur Rafik; Sofyan Hadi; St. Mislikhah
Bersatu: Jurnal Pendidikan Bhinneka Tunggal Ika Vol. 3 No. 6 (2025): November: Jurnal Pendidikan Bhinneka Tunggal Ika
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/bersatu.v3i6.1511

Abstract

Penelitian mini ini mengkaji dampak penerapan Game Based Learning (GBL) pada mata pelajaran Bahasa Indonesia di kelas III MI Nurul Islam Kunir Lor, Lumajang. Selama satu hari intervensi, tiga jenis permainan: tebak kata/gambar, memory kosakata, dan Role-Play “Petualangan Cerita” diintegrasikan ke dalam rencana pembelajaran yang berfokus pada peningkatan kosakata, struktur kalimat, dan motivasi belajar. Data dikumpulkan melalui pre-test  dan post-testpemahaman bahasa, observasi kelas, serta wawancara singkat dengan wakil kepala sekolah dan guru Bahasa Indonesia. Hasil analisis deskriptif menunjukkan kenaikan skor rata-rata pemahaman dari 65.4% menjadi 82.8% , peningkatan partisipasi aktif siswa, dan respons positif terhadap elemen tantangan serta penghargaan dalam permainan. Namun, meskipun GBL terbukti efektif dalam konteks singkat, keberhasilan jangka panjang memerlukan pelatihan guru untuk merancang dan menilai permainan secara objektif, penyesuaian kurikulum, serta dukungan fasilitas yang memadai. Penelitian ini memberikan gambaran awal tentang potensi GBL di lingkungan sekolah dasar dengan sumber daya terbatas dan merekomendasikan studi longitudinal serta pengembangan materi low-tech yang dapat direplikasi.
ANALISIS PERKEMBANGAN AFEKTIF PESERTA DIDIK MELALUI IMPLEMENTASI TOKEN EKONOMI ”STAR ACHIEVEMENT” PADA PEMBELAJARAN IPAS KELAS V SEKOLAH DASAR Maulida Putri Rizkiyah; Wildatul Ummah; Muhammad Ma'dinul In'am Al Kamil; Mu'alimin; Lailatul Usriyah
Jurnal Merah Putih Sekolah Dasar Vol. 3 No. 3 (2026): JANUARI 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v3i3.71471

Abstract

This research was motivated by the low learning enthusiasm of fifth-grade students at MI Darul Ulum in Science and Social Studies (IPAS), which only reached 20%. This passive condition hindered students' affective development and cognitive achievement. The purpose of this study was to analyze the effectiveness of the "Star Achievement" token economy strategy as a stimulant for students' affective domain development based on Krathwohl & Bloom's Taxonomy. The study used a descriptive qualitative approach with data triangulation techniques through interviews, questionnaires, and documentation of 20 respondents. The results showed that this strategy was highly effective at the Receiving (90%), Responding (87%), and Valuing (92%) levels. Stars functioned as positive emotional conditioners that increased pride and material retention. However, at the Organization (70%) and Characterization (45%) levels, challenges were found in independent value internalization because students still tended to depend on extrinsic rewards. The conclusion shows that the "Star Achievement" strategy successfully transformed students' mental energy from passive to active and competitive, although the permanent character-building stage requires continuous assistance.