This study was motivated by the low learning outcomes of fourth-grade students in the Natural and Social Sciences (IPAS) subject, specifically regarding the topic of economic activities. The study aimed to implement a deep learning approach based on the role-playing method to improve student learning outcomes. A Classroom Action Research (CAR) method utilizing the Kemmis & McTaggart model was employed, comprising two cycles, each consisting of two sessions. Thirteen students participated in the study. Cognitive data were collected via written tests, while affective and psychomotor data were gathered using observation sheets. The results indicate that the implemented intervention successfully improved student learning outcomes. Mastery rates increased from 33.33% (pre-cycle) to 69.23% (Cycle I) and 84.62% (Cycle II) for the cognitive aspect; from 41.67% (Cycle I) to 76.92% (Cycle II) for the affective aspect; and from 50.00% (Cycle I) to 84.62% (Cycle II) for the psychomotor aspect. All these achievements surpassed the established success indicator of 75%. The study concludes that the deep learning approach based on the role-playing method effectively improves IPAS learning outcomes holistically—across cognitive, affective, and psychomotor domains—for fourth-grade elementary school students. ABSTRAK Penelitian ini di latar belakangi oleh rendahnya hasil belajar peserta didik kelas IV pada mata pelajaran IPAS materi kegiatan ekonomi. Tujuan penelitian ini adalah menerapkan pendekatan deep learning berbasis metode role playing untuk meningkatkan hasil belajar peserta didik. Metode Penelitian Tindakan Kelas (PTK) dengan model Kemmis & McTaggart digunakan dalam penelitian ini, terdiri dari dua siklus yang masing-masing terdiri dari dua sesi. 13 peserta didik berpartisipasi dalam penelitian ini. Data kognitif dikumpulkan melalui ujian tertulis, sedangkan data afektif dan psikomotor dikumpulkan menggunakan lembar observasi. Hasil penelitian menunjukkan bahwa implementasi tindakan mampu meningkatkan hasil belajar peserta didik. Ketuntasan aspek kognitif meningkat dari 33,33% (pra-siklus) menjadi 69,23% (Siklus I) dan 84,62% (Siklus II), aspek afektif meningkat dari 41,67% (Siklus I) menjadi 76,92% (Siklus II), dan aspek psikomotor meningkat dari 50,00% (Siklus I) menjadi 84,62% (Siklus II). Seluruh capaian tersebut telah melampaui indikator keberhasilan yang ditetapkan sebesar 75%. Simpulan penelitian ini adalah pendekatan deep learning berbasis metode role playing terbukti meningkatkan hasil belajar IPAS secara holistik pada aspek kognitif, afektif, dan psikomotor peserta didik kelas IV sekolah dasar.
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