SABRINA NUR FITRIANI, . (2025) UPAYA MENINGKATKAN MINAT BELAJAR IPS MELALUI MODEL GAME BASED LEARNING PADA SISWA KELAS IV A SEKOLAH DASAR NEGERI JATIKRAMAT VI. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian tindakan kelas ini bertujuan untuk meningkatkan minat belajar mata pelajaran IPS melalui penerapan model Game Based Learning pada siswa kelas IV A SDN Jatikramat VI. Penelitian ini dilakukan untuk mengukur efektivitas penggunaan model Game Based Learning dengan tolok ukur keberhasilan berupa peningkatan minat belajar IPS. Subjek dalam penelitian ini adalah 22 siswa kelas IV A, terdiri dari 11 laki-laki dan 11 perempuan. Penelitian ini menggunakan model siklus dari Kemmis dan Mc. Tagart, yang meliputi tahapan perencanaan, pelaksanaan, pengamatan, dan refleksi. Keberhasilan penelitian ditentukan apabila 80% siswa menunjukkan minat belajar yang sangat tinggi melalui hasil angket dan pencapaian pelaksanaan pembelajaran dengan model Game Based Learning mencapai 80%. Pada siklus I, 77,3% siswa tergolong memiliki minat belajar sangat tinggi, sehingga hasil penelitian belum memenuhi keberhasilan. Namun, pada siklus II terjadi peningkatan menjadi 86,3%. Pemantauan terhadap tindakan guru dan siswa pada siklus I menunjukkan persentase 74% dan 83% pada pertemuan pertama dan kedua, sementara pada siklus II meningkat menjadi 88% dan 95%. Dengan demikian, penerapan model Game Based Learning terbukti efektif sebagai metode yang berfokus pada siswa dan melibatkan secara aktif dalam proses pembelajaran, sehingga dapat meningkatkan minat belajar IPS siswa kelas IV sekolah dasar. ***** This classroom action research aims to enhance interest in learning social studies through the application of the game-based learning model for fourth-grade students at SDN Jatikramat VI. This research was conducted to measure the effectiveness of using the game-based learning model, with the benchmark of success being an increase in interest in learning social studies. The subjects of this research were 22 fourth-grade students, consisting of 11 boys and 11 girls. This study used the cycle model proposed by Kemmis and McTaggart, which includes the stages of planning, implementation, observation, and reflection. The success of the study was determined if 80% of students demonstrated very high interest in learning through questionnaire results and the implementation of learning using the Game-Based Learning model achieved 80%. In Cycle I, 77.3% of students were categorized as having very high interest in learning, so the research results did not meet the success criteria. However, in Cycle II, there was an increase to 86.3%. Monitoring of teacher and student actions in Cycle I showed percentages of 74% and 83% in the first and second meetings, respectively, while in Cycle II, these increased to 88% and 95%. Thus, the implementation of the game-based learning model has proven effective as a student-centered method that actively involves students in the learning process, thereby enhancing their interest in learning social studies in fourth-grade elementary school.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Prof. Dr. Ir. Arita Marini, M.E. ; 2). Drs. Julius Sagita, M. Pd. |
Subjects: | Pendidikan > Pendidikan Dasar Pendidikan > Media Pembelajaran |
Divisions: | FIP > S1 Pendidikan Guru Sekolah Dasar |
Depositing User: | Users 29825 not found. |
Date Deposited: | 21 Aug 2025 06:52 |
Last Modified: | 21 Aug 2025 06:52 |
URI: | http://repository.unj.ac.id/id/eprint/61842 |
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