Peningkatan Keaktifan Belajar Siswa melalui Game-Based Learning Berbantuan Media Interaktif ULTRAMAN pada Pembelajaran IPAS Kelas V SDN Trimulyo 02
DOI:
https://doi.org/10.59059/perspektif.v4i2.3430Keywords:
Elementary School, Game-Based Learning, IPAS Learning, Learning Engagement, ULTRAMANAbstract
Learning activeness is an important component of science and social learning because students need to participate in observing, questioning, responding, discussing, collaborating, and completing learning tasks. This study aimed to describe the implementation of Game-Based Learning assisted by interactive ULTRAMAN (Ular Tangga Rantai Makanan) media and improve the learning activeness of fifth-grade students at SDN Trimulyo 02. The study employed Classroom Action Research involving a pre-cycle, Cycle I, and Cycle II, with each cycle consisting of planning, action, observation, and reflection. The participants were 28 fifth-grade students. Primary data were obtained through learning-activeness observation, while questionnaires, documentation, and field notes provided supporting data. The proportion of students categorized as Active and Very Active increased from 32.14% in the pre-cycle to 60.71% in Cycle I and 85.71% in Cycle II. The average percentage across four activeness indicators increased from 50.75% to 68.25% and 86.00%. Action implementation reached 85% in Cycle I and 95% in Cycle II. The study was concluded in Cycle II after the 80% success target was successfully achieved.
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