Mahyuni Rahayu
SDN Pakis 1 Surabaya

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PENINGKATAN MOTIVASI DAN KEAKTIFAN BELAJAR IPAS MELALUI MODEL PBL BERBASIS TEKNOLOGI Tata Agnesa Salsabila; Savitri Suryandari; Mahyuni Rahayu
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 5 (2025): MEI
Publisher : CV. Adiba Aisha Amira

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Abstract

This research aimed to enhance students motivation and learning engagement in IPAS (Natural and Social Sciences) for fifth-grade students at SDN Pakis 1 Surabaya. The study was prompted by the observed low levels of student motivation and engagement in IPAS learning. To address this, the Problem-Based Learning (PBL) model was implemented, integrating technology in the form of videos and the ZEP game. This classroom action research utilized both qualitative and quantitative approaches, with fifth-grade students from SDN Pakis 1 Surabaya serving as subjects. Data were collected through classroom observations, interviews, and learning engagement questionnaires. The findings indicate a significant increase in student motivation and learning engagement after the integration of the PBL model with videos and the ZEP game. Improved student motivation was evidenced by their enthusiasm and active participation in group discussions and problem-solving. Enhanced learning engagement was also observed through students' initiative in asking questions, expressing opinions, and actively participating in learning activities. This suggests that combining the PBL model with technology integration can be an effective strategy for creating more engaging and meaningful IPAS learning experiences
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TGT UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK Vera Helmalia Putri; Savitri Suryandari; Mahyuni Rahayu
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 5 (2025): MEI
Publisher : CV. Adiba Aisha Amira

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Based on interviews and observations that have been made to teachers and third grade students of SDN Pakis 1 Surabaya, there are problems found in learning activities in the form of a lack of variety of learning activities which have an impact on student learning outcomes below the predetermined KKTP. The purpose of this study was to improve student learning outcomes through the application of the Team Games Tournament (TGT) learning model. The method used in this research is Classroom Action Research (PTK) which is carried out in 2 research cycles with data collection techniques in the form of observation, interviews, tests, and documentation. The increase in student learning outcomes in cycle I was 64.28% and experienced a significant increase in cycle II of 89.285.