This research was motivated by the low learning outcomes of students in the topic of Indonesian Cultural Heritage in Grade V at UPT SDN Kutorejo 3. Conventional learning methods caused students to be less active and experience difficulties in distinguishing tangible and intangible cultural heritage. This study aimed to improve students’ learning outcomes through the implementation of interactive digital media. The research method used was Classroom Action Research (CAR) conducted in two cycles. The research subjects consisted of 30 fifth-grade students at UPT SDN Kutorejo 3. Data collection techniques included observation, tests, documentation, and field notes. The learning media used in Cycle I was the Secil Budaya Nusantara application, while Cycle II used the Marbel Budaya Nusantara application supported by an interactive digital board. The results showed that the use of interactive digital media was able to improve students’ activities and learning outcomes. The average student score increased from 63 in the pre-cycle to 73 in Cycle I and improved again to 82 in Cycle II. The percentage of learning mastery also increased from 40% in the pre-cycle to 70% in Cycle I and reached 90% in Cycle II. Therefore, the implementation of interactive digital media proved effective in improving students’ learning outcomes on the topic of Indonesian Cultural Heritage in Grade V at UPT SDN Kutorejo 3.
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