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Problem-Based Learning Assisted by Jellyfish Game Media to Improve Student Learning Activity in Natural and Social Sciences Haswin Haswin; Sinta Satria Dewi Pendit; Sisriawan Lapasere; Abdul Rahman; Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3554

Abstract

Low student learning activity in elementary science education remains a persistent challenge, particularly within Indonesia's newly implemented Independent Curriculum. This study addressed this problem by integrating Problem-Based Learning (PBL) with Jellyfish game media to improve student learning activity in Natural and Social Sciences (IPAS).  A Classroom Action Research (CAR) design following Kemmis and McTaggart's cyclical model—comprising planning, acting, observing, and reflecting—was conducted across two cycles with 24 fourth-grade students at SD Inpres Tipo, Palu City. Data were collected through validated observation sheets (inter-rater κ = 0.82), tests, interviews, and documentation, and analyzed using quantitative scoring and Miles et al.'s qualitative framework. Mean learning activity scores increased progressively from 45.41 (low) in the pre-cycle to 64.06 (moderate) in Cycle I and 86.77 (very good) in Cycle II, representing a total gain of 41.36 points. The most pronounced gain was observed in group discussion involvement. These findings demonstrate that game-assisted PBL effectively transforms passive student behavior into active, collaborative engagement, consistent with constructivist theory and the ICAP framework. The Jellyfish game functioned as a structural scaffold that redistributed participatory roles within learning groups, a novel contribution to game-based learning literature.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW BERBANTUAN MEDIA AUDIO VISUAL TERHADAP HASIL BELAJAR IPAS SISWA SD Sandryna S. Butudoka; Azizah; Asriani; Herlina; Putriwanti
JS (JURNAL SEKOLAH) Vol. 10 No. 3 (2026): JUNI 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/9qyxes91

Abstract

Abstract:  This study aims to determine the influence of a jigsaw-type cooperative learning model  assisted by audio visual media on the learning outcomes of elementary school students. This study uses a quantitative approach with a nonequivalent control group design. The data analysis technique uses inferential analysis, namely independent sample t-test to determine the significant difference between pre-test and post-test values. The results of this study show an increase in student learning outcomes after obtaining sig scores. (2-tailed) of < 0.001 < 0.05, thus concluding that the audio-visual media-assisted jigsaw  model had a significant effect on the learning outcomes of social studies of grade V students of SD Kristen Bala Keselamatan Keyword: Jigsaw, Audio Visual, Learning Outcomes, IPAS SD Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran kooperatif tipe jigsaw berbantuan media audio visual terhadap hasil belajar IPAS siswa SD. Penelitian ini menggunakan pendekatan kuantitatif dengan desain nonequivalent control group. Teknik analisis data menggunakan analisis inferensial yaitu independent sample t-test untuk mengetahui perbedaan signifikan antara nilai pre-test dan post-test. Hasil penelitian ini menunjukkan adanya peningkatan hasil belajar siswa setelah diperoleh nilai sig. (2-tailed) sebesar < 0,001 < 0,05, segingga disimpulkan bahwa model jigsaw berbantuan media audio visual berpengaruh signifikan terhadap hasil belajar IPAS siswa kelas V SD Kristen Bala Keselamatan. Kata Kunci: Jigsaw, Audio Visual, Hasil Belajar, IPAS SD