This study aims to examine the effect of the Teams Games Tournament (TGT) cooperative learning model assisted by puzzle media on students' learning outcomes in Social and Natural Sciences (IPAS), particularly on the topic of buying and selling. The study was motivated by classroom conditions in which teacher-centered instruction remained dominant, resulting in suboptimal learning outcomes; preliminary observation showed that 70% of fourth-grade students had not yet achieved the Minimum Mastery Criteria (KKM). This study employed a quantitative approach with a quasi-experimental method using a non-equivalent control group design. The participants consisted of 26 students in the experimental group and 25 students in the control group. Data were collected using pretest and posttest instruments and analyzed through normality and homogeneity tests, an independent samples t-test, and N-Gain analysis. The results showed a significance value of 0.002 (< 0.05), with a t-value of 3.211 exceeding the t-table value of 2.010. The experimental group obtained an N-Gain score of 0.72, categorized as high, while the control group obtained an N-Gain score of 0.43, categorized as moderate. Therefore, the TGT model assisted by puzzle media had a significant effect and was more effective in improving students' IPAS learning outcomes on the topic of buying and selling than conventional instruction. ABSTRAK Penelitian ini bertujuan untuk mengkaji pengaruh model pembelajaran kooperatif tipe Teams Games Tournament (TGT) berbantuan media puzzle terhadap hasil belajar IPAS peserta didik pada materi jual beli. Latar belakang penelitian ini berangkat dari kondisi pembelajaran yang masih didominasi oleh peran guru sehingga hasil belajar peserta didik cenderung rendah; data observasi awal menunjukkan bahwa 70% peserta didik kelas IV belum mencapai Kriteria Ketuntasan Minimum (KKM). Penelitian ini menggunakan pendekatan kuantitatif dengan jenis quasi experiment melalui desain non-equivalent control group design. Subjek penelitian melibatkan 26 peserta didik pada kelompok eksperimen dan 25 peserta didik pada kelompok kontrol. Pengumpulan data dilakukan melalui instrumen pretest dan posttest, yang selanjutnya dianalisis menggunakan uji normalitas, uji homogenitas, Independent Sample t-Test, dan uji N-Gain. Hasil penelitian menunjukkan nilai signifikansi sebesar 0,002 (< 0,05) dengan nilai t-hitung 3,211 yang lebih besar daripada t-tabel 2,010. Kelompok eksperimen memperoleh nilai N-Gain sebesar 0,72 dengan kategori tinggi, sedangkan kelompok kontrol memperoleh nilai N-Gain sebesar 0,43 dengan kategori sedang. Dengan demikian, model TGT berbantuan media puzzle berpengaruh signifikan dan lebih efektif dalam meningkatkan hasil belajar IPAS peserta didik pada materi jual beli dibandingkan pembelajaran konvensional.