This study was motivated by the low participation of students in the learning process, students’ lack of enthusiasm during lessons, and their easily distracted attention. These problems were caused by teacher-centered learning, the dominance of conventional teaching methods, and the limited use of instructional media, which affected students’ learning outcomes. This study aimed to describe the improvement of Pancasila Education learning outcomes through the Teams Games Tournament (TGT) model assisted by snake and ladder media in Grade IV of SDN 20 Binuang Kampung Dalam, Padang. This research was a Classroom Action Research (CAR) using qualitative and quantitative approaches conducted in two cycles. Each cycle consisted of planning, implementation, observation, and reflection stages. The subjects were a teacher and 24 fourth-grade students in the January–June 2025/2026 semester. Data were collected through observations of lesson planning, teacher and student activities, and students’ learning outcomes. The results showed improvements in every cycle. Lesson plan assessment increased from 87.5% in Cycle I to 95% in Cycle II. Teacher and student activity assessments improved from 90.17% in Cycle I to 96.42% in Cycle II. Students’ learning outcomes also improved, with affective scores increasing from 80.10 to 91.04, psychomotor scores from 81.24 to 91.66, and cognitive scores from 80.72 to 91.25. Therefore, the TGT model assisted by snake and ladder media effectively improved students’ learning outcomes in Pancasila Education.
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