Seminar Nasional dan Prosiding PPG Unikama
https://conference.unikama.ac.id/artikel/index.php/ppg
<p>Seminar Nasional Dan Prosiding PPG merupakan seminar yang diselenggarakan oleh program studi PPG FIP Unikama. Seminar ini diselenggarakan setiap tahun sejak tahun 2024.</p>Universitas PGRI Kanjuruhan Malangen-USSeminar Nasional dan Prosiding PPG UnikamaUpaya Peningkatan Hasil Belajar Peserta Didik pada Pelajaran Pendidikan Pancasila melalui Media Kartu Bergambar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1275
<p>The subject of Pancasila Education through the use of picture card media. The problem addressed in this research is the low student engagement and learning outcomes due to monotonous and less varied teaching methods. The study was conducted in Grade III at SDN Tanjungrejo 3, Malang City, using a collaborative Classroom Action Research (CAR) method carried out in two cycles. Each cycle consisted of planning, implementation, observation, and reflection stages. Picture card media were developed as engaging visual aids to help students better understand Pancasila values through a fun and interactive learning approach. The results of the study showed a significant improvement in learning outcomes from the pre-cycle to cycle II, with the average score increasing from 64 to 80, and the percentage of mastery learning rising from 53% to 85.71%. In addition to academic improvement, the use of these visual media also enhanced students’ enthusiasm and participation in class activities. Thus, picture card media proved to be effective in enhancing student learning outcomes in Pancasila Education. This study aims to improve student learning outcomes in.</p>Wahyu SatitiUdik YudionoWahyu Pratiwi
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2025-03-062025-03-0621110Penggunaan Model Pembelajaran Problem Based Learning (PBL) Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VIII A Pada Mata Pelajaran Pendidikan Pancasila
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1276
<p>This research is motivated by the low learning outcomes of class VIII A students of SMPN 10 Malang in the Pancasila Education subject. This condition is an important concern because low learning outcomes indicate a less than optimal learning process. The purpose of this study is to improve the learning outcomes of class VIII A students through the application of the Problem Based Learning (PBL) learning model. This research is a Classroom Action Research using an experimental method with a One Group Pretest Posttest Design and involving one class as the research subject, namely class VIII A students. The study was conducted in 2 cycles consisting of two meetings. The data analysis technique used in this study is quantitative analysis. The results of the study showed an increase in learning outcomes after the implementation of the PBL model, which was indicated by an increase in the average value from the pretest by 47% to 82% in the posttest. Thus, it can be concluded that the Problem Based Learning model is effective in improving student learning outcomes in the Pancasila Education subject.</p>Adelia FitrianiYuli Ifana SariYenni Sunaryati
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2025-02-062025-02-06211120Penerapan Tarl dan Media Wordwall untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas 4 Sekolah Dasar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1277
<p>Mathematics is still a challenge for most students. Difficulties in understanding abstract concepts and their application in everyday life lead to low student learning outcomes, especially in materials that require conceptual understanding and conversion, such as volume units. The purpose of this study is to improve student learning outcomes in mathematics learning for fourth-grade elementary school students by utilizing the Teaching at the Right Level (TaRL) approach. The methodology used in this study is the Classroom Action Research (CAR) method with two cycles. Each cycle consists of four steps: planning, implementation, observation, and reflection. This study involved 28 students from SDN Taanjungrejo 2 Malang. The results showed that the percentage of student learning outcomes has met the success indicators, from 43% to 89% with an average of 86. Therefore, it can be concluded that the application of the TaRL approach assisted by Wordwall media can be said to have been successful in improving student learning outcomes.</p>Alfi Nur KhafidhohI Ketut SuastikaAdna Arum Ambarwati
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2025-02-062025-02-06212134Penerapan Model Pembelajaran Cooperative Learning Tipe Make a Match Berbantuan Flash Card untuk Meningkatkan Hasil Belajar Peserta didik Kelas 3 Mata Pelajaran IPAS
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1278
<p>This study aims to improve the learning outcomes of third-grade students in the subject pf Science and Scosial Science (IPAS) through the implementation of the cooperative learning model, specifically the Make a Match type, assisted by flash card media. This research is a classroom action research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects of the study were 19 students of class 3B at SD Negeri Tanjungrejo 5. Data collection techniques were carried out through learning outcome tests. The results showed an improvement in students' learning outcomes. The average score in the pre-cycle phase was 56.16 with a mastery level of 16%, increasing to 70.05 with 42% mastery in cycle I, and reaching 78.37 with 79% mastery in cycle II. The application of the Make a Match model assisted by flash cards proved effective in enhancing students' learning outcomes, engagement, and motivation in IPAS learning.</p>Alif Okta NabilaYuliantiSetyo Agung Widodo
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2025-02-062025-02-06213547Peningkatan Kemampuan Menganalisis Majas dalam Lirik Lagu “Komang” Menggunakan Media Interaktif Kartu Tebas pada Siswa Kelas IX D SMPN 10 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1279
<p>This classroom action research aims to improve the ability of grade IX D students of SMPN 10 Malang in analyzing figures of speech in song lyrics through the application of interactive media TEBAS (Guess Figures of Speech) cards. The background of this research is the difficulty of students in recognizing and explaining the types of figures of speech contained in song lyrics, which has an impact on low learning outcomes. The research was conducted in two cycles with the Kemmis and McTaggart model, which includes the stages of planning, implementation of actions, observation, and reflection. In cycle I, learning was carried out using conventional LKPD without visual media, and the results showed that tebas cards, learning achievement was not optimal. In cycle II, the PBL TEBAS method card media containing song lyrics excerpts and representative image icons of figures of speech was applied in Problem Based Learning (PBL)-based learning. The results showed a significant increase in student participation and understanding, as well as an increase in learning completeness from 33.33% (pre-cycle) to 66.67% (cycle I), up to 100% (cycle II). The average student score also increased from 79.37 to 91.07. This study concluded that the TEBAS card media was effective in improving students' ability to analyze figures of speech visually, actively, and enjoyably.</p>Ana LeylianaSuryantoroKusiyah
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2025-02-062025-02-06214857Penerapan Model Game Based Learning Menggunakan Media Peta Harta Karun dalam Meningkatkan Kolaborasi Peserta Didik Kelas IV B
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1280
<p>The problem of student collaboration skills in grade IV B SDN Bandungrejosari 3 Malang is still low. Most students have difficulty working together, communicating, and compromising during group discussions. This makes some students dominate the work, while others feel marginalized and do not contribute. This study aims to apply the Game Based Learning model with treasure map media to improve collaboration between students. Considering the importance of collaboration skills in 21st-century education, this study was conducted using the Classroom Action Research (CAR) method consisting of two cycles. Each cycle includes planning, implementation, observation, and reflection. The research subjects were 27 students who were analyzed using observation sheets. The results showed that students' collaboration skills increased from pre-cycle (61.25%) to cycle 1 (73.75%) and cycle 2 (87.5%). All indicators, such as cooperation, activeness, time management, and accuracy in answering questions, showed improvement. The use of treasure map media in mathematics learning not only improves collaboration skills but also makes the learning atmosphere more interesting and interactive. This study concludes that the Game Based Learning model is effective in increasing student collaboration and can be used as an alternative learning strategy in the classroom.</p>Anggitia Cempaka PutriPrihatin SulistyowatiHermin Suswati
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2025-02-062025-02-06215869Penerapan Media Wordwall Berbasis Culturally Responsive Teaching untuk Meningkatkan Keaktifan Belajar Peserta Didik
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1281
<p>This research was motivated by the low level of student learning engagement in Pancasila Education lessons due to the lack of interactive media relevant to students' cultural experiences, which resulted in a lack of student engagement in the learning process. This study aimed to improve student learning engagement through the implementation of Culturally Responsive Teaching (CRT)-based Wordwall media. This study was a Classroom Action Research (CAR) with 27 fourth-grade students as subjects. The study was conducted in two cycles, with each cycle consisting of one meeting. Each cycle consisted of planning, implementation, observation, and reflection. The results showed that in the first cycle, student learning engagement reached 77.7%, categorized as Good. In the second cycle, the results increased, with student learning engagement reaching 92.6%, categorized as Very Good. The results indicate that the implementation of CRT-based Wordwall learning media in Pancasila Education lessons can improve student learning engagement.</p>Arina Fitroha SilmyNinik IndawatiWindra Septi Mulyanti
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2025-02-062025-02-06217077Pemanfaatan Google Site untuk Meningkatkan Pemahaman Materi pada Teks Biografi Siswa Kelas X-4 SMAN 6 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1283
<p>This study aims to improve students' understanding of biographical text material through the use of the Google Site digital platform. The background of this study is the limited physical learning resources experienced by class X-4 students of SMAN 6 Malang, so innovation is needed in delivering the material. The study used the Classroom Action Research (CAR) approach model Kemmis and McTaggart which consists of two cycles. Each cycle involves the stages of planning, action, observation, and reflection. The Problem Based Learning (PBL) learning model was applied in the learning process. The data collection instrument was an evaluation test using Google Form. The results of the study showed an increase in student understanding, with an average score in cycle I of 75.15% and increasing in cycle II to 87.06%. The use of Google Site has been proven to facilitate a more interactive and visual learning process, as well as increasing student participation in discussions and group assignments. Thus, the integration of digital media in Indonesian language learning can overcome learning resource constraints and create a more effective and meaningful learning experience.</p>Attalia Dwi TristantiHadi WardoyoJekti Wulandari
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2025-02-062025-02-06217882Upaya Peningkatan Literasi Numerasi Peserta Didik Kelas II melalui Penerapan Model Team Game Tournament
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1284
<p>This research is motivated by students who have difficulty in applying mathematical concepts in solving a problem described in a story problem. In addition, there is a lack of interest and motivation of students during the material explanation process. This research is a classroom action research (CAR) with 2 cycles that aims to improve the numeracy literacy skills of second-grade students at SDN Tanjungrejo 4 Malang City. In the first cycle, the results of the students' numeracy literacy ability test were still at a score of 63 with the Team Game Tournament (TGT) learning model assisted by number cards. Then in the second cycle, it increased to 83 with the Team Game Tournament model assisted by number cards combined with outdoor learning (Outdoor Learning). Based on this research, the Team Game Tournament learning model assisted by number cards combined with outdoor activities can improve the numeracy literacy skills of second-grade students.</p>Audina WidipakertiDwi Agus SetiawanAris Sri Sunarti
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2025-02-062025-02-06218393Peningkatan Kemampuan Menyelesaikan Soal Cerita Penjumlahan dan Pengurangan Kelas 1 Melalui Petualangan Si Katak
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1285
<p>Problems found in grade 1 of SDN Kebonsari 1 Malang City indicate that students experience difficulties in solving addition and subtraction story problems due to a lack of understanding of the problem content, weak mastery of concepts, and conventional learning methods that are still guided by student companion modules only. This study aims to improve the ability to solve story problems through the Adventure of the Frog media developed with the Culturally Responsive Teaching (CRT) and Realistic Mathematics Education (RME) approaches. This study is a classroom action research conducted in two cycles with the Kemmis and McTaggart model. The research subjects were 27 Grade 1 students. Data collection techniques were carried out through observation, interviews, tests, and documentation, then analyzed descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning outcomes. In the pre cycle, student learning completeness was only 44% (addition) and 33% (subtraction). After the first cycle, the percentages increased to 74.07% and 62.96%, then increased to 92.25% and 85.18% in the second cycle. The conclusion of this study proves that the use of this media can improve learning outcomes, student engagement, and foster critical thinking skills in solving addition and subtraction story problems related to everyday life.</p>Aulia SifaSiti Halimatus SakdiyahTina Susanti
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2025-02-062025-02-062194102Meningkatkan Hasil Belajar IPAS Siswa Kelas V dengan Model PBL Berbantuan Kuis Interaktif
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1287
<p>This study aims to improve students' learning outcomes in the subject of IPAS (Science and Social Studies) through the implementation of the Problem-Based Learning (PBL) model with interactive quiz media in the 5th-grade class at Tanjungrejo 5 Elementary School. The background of this research is the low learning outcomes of students, which are caused by the dominance of conventional methods that do not actively engage students. The research employs the Classroom Action Research (CAR) method with two cycles, whichinclude planning, implementation, observation, and reflection. Data were collected through tests, observations, and interviews. The results show an improvement in student learning outcomes in each cycle, with the average class score increasing from 84 (Cycle I) to 92 (Cycle II) and the learning mastery reaching 87%. The application of PBL with the assistance of interactive quizzes has been proven effective in enhancing students' learning outcomes and creating an active and enjoyable learning environment.</p>Ave YusmitaYuliantiSetyo Agung Widodo
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2025-02-062025-02-0621103116Peningkatan Hasil Belajar IPAS melalui Model Discovery Learning Berbantuan Media Ular Tangga
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1288
<p>This study aims to determine the improvement of learning outcomes in the IPAS subject through the application of the Discovery Learning model assisted by the snakes and ladders learning media for fifth-grade students at SDN Gadang 01 Kota Malang. The research employed a Classroom Action Research (CAR) method with 26 students as subjects, consisting of 13 female and 13 male students. The study was conducted through four main stages: planning, implementation, observation, and reflection. The results indicate that the Discovery Learning model is effective in enhancing students' critical thinking skills. The average indicator achievement increased from 52.88% in the precycle to 73.8% in the first cycle, and 88.26% in the second cycle. These findings highlight the importance of applying adaptive learning approaches to accommodate student diversity in achieving learning objectives. Therefore, implementing the Discovery Learning model with snakes and ladders media can be an effective strategy to improve students' critical thinking skills in the IPAS subject.</p>Ayu Muktisari Gunadi PutriFarida Nur KumalaErtina
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2025-02-062025-02-0621117130Penerapan Media Diorama untuk Meningkatkan Hasil Belajar Peserta Didik Kelas II pada Mata Pelajaran Pendidikan Pancasila
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1289
<p>This study aims to improve the learning outcomes of second-grade students in the Pancasila Education subject on the material of symbols of religious diversity through the application of diorama media. The background of the study is the low learning outcomes (57% of students below the KKM 75) and active participation (46%) at SDN Kebonsari 1 Malang City, due to the lecture method without visual media that is not appropriate to the concrete operational cognitive development stage (ages 7–12 years). Classroom Action Research (CAR) model Kemmis and McTaggart was carried out in two cycles, involving 28 students. Cycle I used a static diorama of a miniature place of worship, while Cycle II modified an interactive diorama integrated with LKPD and small group work. Data were collected through multiple-choice tests (10 items), observation, visual documentation, and teacher reflective notes, analyzed quantitatively (percentage of completion) and qualitatively (interaction patterns). The results showed significant improvements: learning completion increased from 43% (pre-cycle) to 71% (Cycle I) and 86% (Cycle II), the average grade increased from 65 to 87, and active participation reached 85%. The study's conclusions demonstrate that diorama media, combined with a collaborative approach and scaffolding, effectively improved conceptual understanding, internalization of tolerance values, and active student engagement.</p>Ayu RosyiidaSiti Halimatus SakdiyahTina Susanti
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2025-02-062025-02-0621131141Peningkatan Hasil Belajar IPAS melalui Model Discovery Learning Berbantuan Media Peta Timbul
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1290
<p>The study aimed to improve fifth-grade students' learning outcomes related to science and natural sciences through a discovery learning model using embossed maps. The research method used was a classroom action study, with each cycle consisting of four stages: planning, implementation, observation, and reflection. The study was conducted at SDN Gadang 1, Malang City, in grades V-A, with 26 students. Based on data analysis, the average student score was 70.57 in the pre-cycle, 79.61 in the first cycle, and 89.03 in the second cycle. Student learning completion rates increased, reaching 53.8% in the pre-cycle, 73.07% in the first cycle, and 84.61% in the second cycle. The results indicate that the discovery learning model using embossed maps can improve science learning outcomes for fifth-grade students at SDN Gadang 1, Malang City.</p>Binti Qoni’atul HusnaFarida Nur KumalaSuipna
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2025-02-062025-02-0621142153Peningkatan Keterampilan Menulis melalui Pembelajaran Picture And Picture Berbantuan Media Flashcard Digital Quizlet pada Materi Teks Biografi Kelas X SMA
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1291
<p>This study aims to improve the skills of writing biographical texts in class X-3 students of SMA Negeri 6 Malang through the implementation of cooperative learning Picture and Picture assisted by digital flashcard media quizlet. The problem underlying this research is the low ability of students in writing structured and comprehensive biographical texts. This classroom action research was carried out in two cycles with 34 students as research subjects. Each cycle consists of planning, implementation, observation, and reflection stages. Data collection techniques used observation, tests, and documentation. Through two cycles of classroom action research, there was a significant increase in the average student score from 72.40 in the pre-cycle to 77.49 in cycle 1 and 88.60 in cycle 2, with the percentage of learning completion increasing from 29% in the pre-cycle to 77% in cycle 1 and 91% in cycle 2. The provision of image titles on randomized pictures and pictures of biographical figures with the help of digital flashcards from Quizlet to display important facts about biographical figures in cycle 2 proved effective in helping students organize ideas chronologically, resulting in more structured and coherent biographical texts.</p>Celvin Reindira AlfianiHadi WardoyoJekti Wulandari
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2025-02-062025-02-0621154165Penerapan Model Role Playing Berbantuan Metode Sosiodrama untuk Meningkatkan Keaktifan Siswa pada Mata Pelajaran IPAS Kelas IV
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1292
<p>This study aims to improve student activity in Natural and Social Sciences (IPAS) learning through the implementation of the Role Playing model supported by the Sociodrama method. This research employed a Classroom Action Research (CAR) approach conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects were 26 fourth-grade students at a public elementary school in Malang City. Observation results indicated an increase in student activity from 44.78% in the pre cycle to 61.81% in cycle I, and further to 82% in cycle II. This improvement reflects the success of the applied instructional strategy. The Role Playing model combined with the Sociodrama method created an interactive, enjoyable, and contextual learning environment that encouraged students to be more actively involved in the learning process. Therefore, this strategy is effective in enhancing student participation and is highly recommended for broader implementation in IPAS learning.</p>Cerina Catur KusumaYuliantiSetyo Agung Widodo
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2025-02-062025-02-0621166179Meningkatkan Hasil Belajar Bahasa Indonesia Peserta Didik melalui Model Game Based Learning pada Kelas 2 SD (Penanganan Peserta Didik Kinestetik)
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1293
<p>This classroom action research examines the implementation of the Game-Based Learning model to enhance Indonesian language learning outcomes among kinesthetic learners in grade 2 at SDN Bandungrejosari 3 Malang. The investigation was prompted by observations indicating that conventional teaching approaches failed to accommodate the dominant kinesthetic learning preferences of students, resulting in suboptimal academic performance. Employing a two-cycle intervention framework with distinct game-based activities integrated into language instruction, this study involved 28 second-grade students who predominantly exhibited kinesthetic learning tendencies. Data were systematically collected through pre-tests, post-tests, and structured observations of student engagement. The findings revealed a substantial improvement in learning outcomes, with class average scores progressively increasing from 47% at precycle to 75% at the conclusion of cycle 2, while learning mastery rates rose from 21.43% (6 students) to 71.42% (20 students). The integration of physically engaging activities such as "Trash Cleanup," word card games, "Froggy Jumps" interactive quizzes, and "Flash Card Fun" effectively accommodated kinesthetic learners' needs for movement and direct interaction with learning materials. This research contributes valuable insights into developing more responsive pedagogical approaches for diverse learning styles in elementary language education, demonstrating that strategically designed game-based activities can significantly enhance both engagement and academic achievement among kinesthetic learners.</p>Cindy RahmawatiPrihatin SulistyowatiHermin Suswati
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2025-02-062025-02-0621180191Meningkatkan Pemahaman Peserta Didik terhadap Unsur Kebahasaan Puisi melalui Metode Snowball Throwing
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1294
<p>This study aims to improve students' understanding of the linguistic elements of poetry, including diction, figures of speech, rhythm, and rhyme, in grades 10-18 of SMA Negeri 2 Malang, by implementing the cooperative snowball throwing method. Using the Kemmis & Taggart Classroom Action Research model, which encompasses planning, implementation, observation, and reflection in two cycles, data were obtained from pre- and post-test comprehension tests on 36 students. These data were then analyzed quantitatively to determine changes in average scores and learning completion. The results showed an increase in the average score from 75.00% (75.00%) in the pretest to 80.42% (80.82%) in Cycle I, and then to 88.89% (88.89%) in Cycle II, with the frequency distribution shifting to the proficient and highly proficient categories. Observations also noted an increase in students' enthusiasm, interaction, and critical thinking skills. This demonstrates that snowball throwing is effective and significant in improving students' understanding of the linguistic elements of poetry. This method is recommended for literature learning in secondary schools, as it not only increases student engagement but also aligns with the principles of the Independent Curriculum, which emphasizes student-centered, collaborative, and reflective learning.</p>Defani Bayu Cahya RomadhonRahutamiAstrid Wangsagirindra Pudjaastawa
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2025-02-062025-02-0621192200Peningkatan Kesadaran Hak dan Kewajiban melalui Diskusi Kelompok pada Pembelajaan Pendidikan Pancasila di Kelas X-J SMA Negeri 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1295
<p>Pancasila education plays a strategic role in shaping character and fostering students' civic awareness. One important aspect of civic education is understanding the rights and obligations of citizens. However, initial observations in grades X-J of SMA Negeri 2 Malang indicate that students' understanding of this concept remains low. Students tend to be passive, less involved in discussions, and have not demonstrated a critical attitude towards national issues. This study aims to increase awareness of citizens' rights and obligations through the application of a group discussion model in Pancasila education learning. This study used a Classroom Action Research (CAR) approach in two cycles, consisting of planning, implementation, observation, and reflection. Data collection techniques included observation, tests, questionnaires, interviews, and documentation. The results showed an increase in conceptual understanding, active student participation, and a responsible attitude in learning. The average student score increased from 72 in cycle I to 81 in cycle II, with discussion participation increasing from 60% to 86%. Therefore, the group discussion model is recommended as an effective learning strategy for increasing students' civic awareness at the senior high school level.</p>Devi Oktavia SariDidik IswahyudiLestari Andarwati
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2025-02-062025-02-0621201206Pengaruh Penerapan Model PjBL (Project Based Learning) terhadap Kemampuan Berpikir Kritis Peserta Didik (Kelas III Sekolah Dasar)
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1296
<p>This study aims to examine the application of Project Based Learning (PjBL) models to improve the critical thinking skills of elementary school students in learning fine arts on geometric shapes in buildings. This study was motivated by the low ability of students to connect geometric concepts with works of art due to conventional learning methods that are one-way. This study used the Kurt Lewin Classroom Action Research (CAR) method with 24 third-grade students as subjects at SDN Tanjungrejo 4, Malang City. Data collection techniques included observation, testing, and documentation. The study was conducted in two cycles with stages of planning, action/implementation, observation, and reflection. The results showed a significant increase in both the activity and critical thinking skills of students. The average critical thinking score increased from 59 (pre-action) to 70 (cycle I) and reached 82 (cycle II). This PjBL model has proven effective in creating an active, collaborative learning atmosphere and supporting the development of students' critical thinking skills. This research shows that the PjBL model is an appropriate alternative strategy in improving critical thinking skills of students at the elementary school level.</p>Devi Sulvia Lestari Dwi Agus SetiawanAris Sri Sunarti
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2025-02-062025-02-0621207220Meningkatkan Hasil Belajar Siswa Kelas 4 SDN Tanjungrejo 3 Malang melalui Flip Book dengan Model Pembelajaran Problem Based Learning
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1297
<p>This classroom action research aims to improve student learning outcomes in Pancasila Education in fourth-grade students at SDN Tanjungrejo 3 Malang through the use of flipbooks and the implementation of the Problem-Based Learning (PBL) model. This research was motivated by low student learning outcomes caused by boredom with monotonous lecture methods and writing activities. Flipbooks are an engaging medium that plays a role in visualizing learning materials systematically and interactively, making them easier for students to understand. Meanwhile, the PBL model was implemented to encourage students to think critically, actively, and engage in solving real-life problems relevant to their lives. The research was conducted in two cycles, with stages of planning, implementation, observation, and reflection. Data were obtained through observation, learning outcome tests, and documentation. The results showed a significant increase in student learning outcomes from cycle I to cycle II, as well as increased student motivation and engagement in the learning process. Thus, the combination of flipbooks and the PBL model has proven effective in improving learning outcomes and creating a meaningful and enjoyable learning environment.</p>Dewi Nur RohmahUdik YudionoWahyu Pratiwi
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2025-02-062025-02-0621221227Upaya Meningkatkan Minat dan Hasil Belajar Siswa pada Materi Kekayaan Suku Bangsaku melalui Media Papan Keberagaman di Kelas III
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1298
<p>The background underlying this research is that students have difficulty understanding and remembering material about the richness of my ethnic group due to the extensive material. Based on this background, this study aims to describe the learning outcomes achieved by students after using the Indonesian diversity board. This study used the Classroom Action Research (CAR) method, conducted in two cycles, each consisting of two meetings. Data collection used teacher and student observation sheets, interviews, and student learning achievement tests. Data analysis techniques included qualitative and quantitative data. The results showed that teacher activity during learning increased over the two cycles, reaching 78% in cycle I and 89% in cycle II. Meanwhile, student activity increased to 79% in cycle I and 88% in cycle II. The average student learning achievement score in cycle I was 73.00, while the class' classical completion score was 74%. Research results increased in Cycle II, with an average learning outcome score of 84.16, with a class-wide completion rate of 88%.</p>Dian Qori Eka AproditaRomia Hari SusantiLilik Nurmawati
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2025-02-062025-02-0621228236Meningkatkan Keaktifan dan Konsentrasi Peserta Didik melalui Metode Roleplay “Kingdom Choice : Prince Fate” di Kelas XI-5 SMAN 6 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1299
<p>This study aims to improve student participation and understanding of the material "Strategies for Resolving Conflict in a Diverse Society" through experiential learning-based roleplay. The subjects were 11th-grade students at a public high school in Malang City. The main problems identified before the intervention were low levels of active student participation and a tendency toward rote conceptual understanding. This study was conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The roleplay method used was a simulation with the theme "Kingdom Choice: A Prince's Fate," in which students role-played as royal figures facing social conflict in a diverse society. The results showed significant improvements in student participation, group collaboration, self-confidence, and critical thinking skills. Furthermore, their understanding of Pancasila values, such as deliberation, social justice, and tolerance, improved in practical applications. Based on teacher observations, students found it easier to relate the material to real life and were able to formulate peaceful solutions to conflicts in the given scenarios. Thus, the roleplay method has proven effective in creating meaningful learning and shaping students' character in accordance with the nation's noble values.</p>Eka Candra Rachmad Aditiya Yulius Rustan Effendi Natalia Aristina Dewi
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2025-02-062025-02-0621237249Penerapan Media Kuis Ular Tangga untuk Meningkatkan Hasil Belajar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1300
<p>This study aims to evaluate the effectiveness of using a "Snakes and Ladders" quiz as a learning medium within the Game Based Learning (GBL) model to improve fourth-grade students’ learning outcomes in the IPAS subject. The research is driven by the need for innovative instructional tools that actively engage students and improve comprehension, especially in contrast to conventional methods like lectures and worksheets. A Classroom Action Research (CAR) approach was used, employing a one-group pretestposttest design. Students first took a pretest, followed by a learning session using the "Snakes and Ladders" quiz integrated with subject content, and then a posttest was conducted to measure learning gains. The results showed a significant improvement, with students scoring above the Minimum Mastery Criteria (KKTP) increasing from 44% to 100% after the intervention. These findings indicate that this type of game-based media can enhance both motivation and subject understanding. Additionally, it creates an enjoyable and interactive learning environment that aligns with kinesthetic learning styles common among elementary students. Thus, game-based learning tools such as the "Snakes and Ladders" quiz are recommended as effective and engaging alternatives to improve learning outcomes in primary education.</p>Eka Putri AtikahWahyu PratiwiUdik Yudiono
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2025-02-062025-02-0621250257Penerapan Model Pembelajaran Rme untuk Meningkatkan Pemahaman Konsep Pembelajaran Matematika Materi Diagram Batang pada Siswa Kelas 5 SD
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1301
<p>This study aims to apply the RME learning model to improve the understanding of mathematical concepts of bar diagram material in 5th grade elementary school students. The method used in the study is a classroom action research (CAR) method with the Kemmis and Mc Taggart research model from (Arikunto, 2015). The research steps according to Arikunto (2015) include: 1) planning, 2) action, 3) observation, 4) reflection. Data collection techniques include documentation, observation, and tests. The instrument in this study was a written test with multiple choice and descriptive formats. Quantitative data analysis used descriptive statistics. The results of this study show differences in the application of the RME model to student activities and the ability to understand mathematical concepts in cycle I and cycle II. Student activity in cycle 1 showed an average result of 66% and in cycle II increased to 77%. Meanwhile, students' understanding of the concept in cycle I was 66%, and their understanding of the concept in cycle II was 86.19%. The significant difference in percentages between cycles I and II, as seen from the percentage per cycle, indicates that the RME learning model is able to improve the understanding of mathematical concepts in bar diagrams for fifth-grade students at SDN Tanjungrejo 4. The findings of this study indicate that involving students in the learning process directly and providing space for reflection and collaborative discussion can improve students' understanding of mathematical concepts.</p>Eliva Diah OktianaDwi Agus SetiawanAris Sri Sunarti
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2025-02-062025-02-0621258274Peningkatan Kemampuan Mengukur Berat dan Waktu Melalui Media Kotak Timbang Waktu pada Siswa Kelas II SDN Kebonsari 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1302
<p>This study, a Classroom Action Research (CAR), aimed to improve students' ability to measure weight and time using non-standard units through the use of a concrete medium, a weighing box. This study was conducted in two cycles with 28 second-grade students at SDN Kebonsari 2 Malang, consisting of 13 boys and 15 girls. Each cycle consisted of two meetings, each with planning, implementation, observation, and reflection. Data collection techniques included observation of student activities, learning achievement tests, documentation, and teacher and student reflections. The results showed that the use of the weighing box significantly improved students' ability to measure weight and time. The average class grade increased from 80.71 in cycle I to 90.71 in cycle II, while the completion rate increased from 64.28% to 85.71%. This medium facilitated active, concrete, and enjoyable learning for students. Students not only understood the concepts more easily but also became more enthusiastic, engaged, and independent in the learning process. This research shows that the use of concrete media is highly effective in improving the outcomes and quality of mathematics learning in lower grades.</p>Fanzania Asa Sekar MaulidarCicilia Ika Rahayu NitaSulistyowati
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2025-02-062025-02-0621275283Peningkatan Hasil Belajar IPAS Model TGT pada Siswa Kelas 4 Sekolah Dasar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1303
<p>Students with a good understanding of concepts will find it easier to differentiate natural phenomena such as climate, seasons, and weather. Based on the results of observations in grade IV of SDN Tanjungrejo 2 Malang, it was found that students still had difficulty distinguishing between climate, seasons, and weather and showed low participation in learning. The purpose of this study was to describe the improvement in student learning outcomes through the application of the Team Games Tournament (TGT) learning model on climate and its changes. This type of research is classroom action research (CAR) with stages of planning, implementation, observation, and reflection. The research subjects were 28 students of grade IV-A of SDN Tanjungrejo 2 Malang. Data collection techniques used observation, tests, and documentation. The results showed that the application of the Team Games Tournament (TGT) learning model can improve student learning outcomes. This is indicated by an increase in learning completeness from the pre cycle by 29%, to 54% in cycle I, and increasing to 93% in cycle II. Based on these results, it can be concluded that the Team Games Tournament (TGT) learning model is effective in improving science learning outcomes on climate change among grade IV A students at SDN Tanjungrejo 2.</p>Fara Zulfa KurniaI Ketut SuastikaAdna Arum Ambarwati
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2025-02-062025-02-0621284297Peningkatan Hasil Belajar Matematika melalui Pendekatan CRT pada Siswa Kelas 3 Sekolah Dasar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1304
<p>The low enthusiasm and participation of students in the learning process due to mathematics learning being considered as a subject that tends to be difficult to influence the success of learning, especially student learning outcomes. One of the efforts made is to apply the Cultural Responsive Teaching (CRT) learning approach. This study uses the Classroom Action Research (CAR) type aimed at improving the learning outcomes of grade 3 students of SDN Bandungrejosari 02 in Malang City. The subjects of this study were grade 3 students with a total of 27 students. Data collection techniques used were observation, interviews, and documentation. This study was conducted in 2 cycles, in each cycle there were 4 stages, namely planning, implementation, observation, and reflection. The results of the study showed that the application of the Cultural Responsive Teaching learning approach can help improve learning outcomes in mathematics subjects and student active participation.</p>Fariz Ardi KusumaTriwahyudiantoDhia Suprianti
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2025-02-062025-02-0621298305Penerapan Media QFC (Quarted Flash Card) dalam Meningkatkan Motivasi Belajar Peserta Didik pada Mata Pelajaran Pendidikan Pancasila Kelas XI-8 SMA Negeri 6 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1305
<p>This classroom action research aimed to enhance students’ learning motivation through the implementation of the Quartet Flash Card (QFC) media in Civic Education for class XI-8 at SMA Negeri 6 Malang. The study employed a quantitative approach and followed the Kemmis and McTaggart model, consisting of planning, acting, observing, and reflecting stages. The instruments used were motivation questionnaires and student activity observation sheets. The findings revealed a significant increase in students’ learning motivation after the application of QFC media. The average motivation score rose from 63.4 in the pre-test to 81.2 in the posttest, indicating a 28.07% improvement. QFC media, which integrates game-based learning and cooperative learning approaches, successfully created an interactive, enjoyable, and collaborative learning environment. Students became more focused, confident, and actively engaged in learning, especially when discussing the topic “Threats, Challenges, Obstacles, and Disturbances to the Ideology of Pancasila and the Unitary State of the Republic of Indonesia.” These results suggest that QFC media is effective in enhancing learning motivation and can be recommended as an innovative instructional strategy in Civic Education classes.</p>Finanda Dwi TriaswariYulius Rustan Effendi Natalia Aristina Dewi
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2025-02-062025-02-0621306312Upaya Meningkatkan Keaktifan pada Peserta Didik melalui Metode Kooperatif Learning Make A Match di Kelas XI-D SMAN 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1306
<p>This study aims to improve student learning engagement through the implementation of the Make a Match cooperative learning model in Pancasila Education in grade XI-D of SMAN 2 Malang City. The method used was Classroom Action Research (CAR), implemented in two cycles, each consisting of two meetings. The results showed a significant increase in student engagement from cycle I to cycle II. In cycle I, the percentage of student engagement completion increased from 17.1% to 22.86%, while in cycle II, it increased even more sharply from 48.5% to 77.14%. This improvement was supported by the implementation of learning strategies involving collaborative activities, the use of question and answer cards, and active guidance from the teacher. Thus, the Make a Match model has proven effective in encouraging more equitable student engagement and participation, as well as creating a more interactive and meaningful learning environment.</p>Fitri Ilmilia FuadahDidik IswahyudiLestari Andarwati
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2025-02-062025-02-0621313324Penggunaan Model Project Based Learning untuk Meningkatkan Hasil Belajar Peserta Didik pada Materi Wawasan Nusantara
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1307
<p>The primary objective of this study is to determine whether the implementation of the Project Based Learning (PjBL) model can improve students’ learning outcomes in the subject of Pancasila Education. This research employed a classroom action research (CAR) design. The participants consisted of 32 students from class VIII H at SMP Negeri 10 Malang. Data collection methods included tests and observations. A descriptive qualitative approach was used for data analysis, involving four stages: planning, observation, implementation, and reflection. The findings revealed a notable improvement in students’ learning outcomes. In the second cycle, the percentage of students who achieved mastery increased to 88%, compared to 72% in the first cycle. It can be concluded that the application of the Project Based Learning (PjBL) model effectively enhances students' academic performance, particularly in the topic of “Wawasan Nusantara” within the Pancasila Education curriculum. Based on the results, the study recommends: (1) Project Based Learning can be applied to other subjects; (2) further research should be conducted to explore more creative and conceptual instructional media; and (3) improvements should be made to the test framework to ensure more reliable assessment results.</p>Fitroh Nur FauziahYuli Ifana SariYenni Sunaryati
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2025-02-062025-02-0621325334Upaya Meningkatkan Kemampuan dan Keaktifan Peserta Didik dalam Pembelajaran Puisi melalui Gamifikasi
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1308
<p>This research was conducted in class X-G of SMA Negeri 2 Malang in the even semester of the 2024/2025 academic year with 32 students as subjects. The aim was to improve active engagement and learning outcomes in poetry learning through gamification-based mystery cards integrated into the Problem-Based Learning (PBL) model. The research activities included three stages: pre-cycle, cycle I, and cycle II. Data collection used written tests to measure mastery of diction and figures of speech, and participatory observation to assess student engagement. The results showed an increase in learning completion from 25% in the pre-cycle to 75% in cycle II, while the average class score rose from 61.25 to 87.5. Observations also revealed that discussions and questions and answers, initially minimal in the pre-cycle, developed into active participation in analyzing and presenting the mystery cards in cycle II. Although this medium was considered practical and engaging, teacher responses indicated the need to adapt the card design for each topic to remain relevant and challenging. These findings confirm that gamification through mystery cards and problem-based learning (PBL) effectively fosters students' enthusiasm for learning and creativity in literature, supports the Independent Curriculum (Curriculum Merdeka), and opens up opportunities for teachers to further develop diverse poetry genre learning media.</p>Freiska Nur HandayaniRahutamiAstrid Wangsagirindra Pudjastawa
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2025-02-062025-02-0621335345Efektivitas Metode Inquiry Learning dalam Meningkatkan Partisipasi Peserta Didik Kelas VIII-D pada Pembelajaran PPKn SMP Negeri 17 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1309
<p>This study aims to examine the effectiveness of the application of the Inquiry Learning method in increasing the participation of 8th grade students in the Pancasila and Citizenship Education (PPKn) subject at SMP Negeri 17 Malang. Active participation of students in learning is an important aspect to achieve overall learning objectives, especially in PPKn learning which emphasizes the instilling of national values, democracy, and responsibility as citizens. However, in reality, student participation is often low because learning is still one-way and does not involve students actively. The inquiry learning method is a learning approach that emphasizes the process of searching and discovering information independently by students through the stages of asking, investigating, analyzing, and drawing conclusions. This study uses a qualitative approach of the Classroom Action Research (CAR) type which is implemented in two cycles. Data collection techniques are carried out through observation, interviews, and documentation. The research subjects are 32 8th grade students at SMPN 17 Malang. The results of the study show that there is a significant increase in student participation from cycle I to cycle II. In cycle I, active student participation was in the moderate category, while in cycle II it increased to the high category. Students demonstrated improvements in asking questions, expressing opinions, participating in group discussions, and drawing conclusions from their learning outcomes. The application of the inquiry learning method also created a more dynamic, open, and collaborative classroom atmosphere.</p>Gigih Bangun SwasonoMuthomimahYuniar Mujiwati
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2025-02-062025-02-0621346351Penerapan Pendekatan STAD Berbantuan Media Papan Perkalian X Table Perkalian untuk Meningkatkan Hasil Belajar Peserta Didik Kelas 2 SD
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1310
<p>The basis for conducting this research is because students have not yet understood the concept of multiplication operations using story problems. They also often misconceptualize writing multiplication in the form of addition. The purpose of this research is to improve student learning outcomes using Paperli (Multiplication Board) and Taperli (Multiplication Table) media. This Classroom Action Research was conducted for 3 cycles involving 28 students in grade 2 at one of the Public Elementary Schools in Malang City. Data collection tools were in the form of Pretest, Post-test, Student Observation Sheets, and learning videos. The form of data used was quantitative and qualitative data, which were analyzed through narrative description. Through this research, data was obtained on the increase in student learning outcomes in each cycle. The pre-test results showed that only 25% of students obtained scores exceeding or equal to the KKM. The results of post-test 1 increased to 46%. The results of post-test 2 increased to 54%. Then in post-test 3, it reached 71%. This study demonstrates that the application of the STAD and STEAM approaches, supported by Paperli (Multiplication Board) and Taperli (Multiplication Table) media, in the learning process can help improve student learning outcomes in Mathematics, especially storytelling multiplication, in second-grade elementary schools in Malang City.</p>Hestiqoma MaulidaSri RahayuIndra Wahyuny Lilin Widi Rahayu Setjo
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2025-02-062025-02-0621352364Penerapan Media Book Widgets untuk Meningkatkan Hasil Belajar Siswa Kelas IX H di SMPN 10 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1311
<p>The material on writing visual poster analysis reports in the Indonesian language <br>subject is considered quite complex, as it contains many formal vocabulary words that are <br>difficult for students to understand. Moreover, the lack of innovation in Indonesian <br>language teaching methods also contributes to students' low academic performance in this <br>subject. This study was conducted at SMPN 10 Malang with the aim of determining the <br>effectiveness of using the BookWidget media in improving student learning outcomes. The <br>research employed the Classroom Action Research (CAR) method, carried out in two cycles, <br>each consisting of one meeting. The analysis results showed that the use of BookWidget <br>media could enhance student learning outcomes, as evidenced by the increase in students' <br>average scores before and after the intervention: pre-action (79.14), Cycle I (85.79), and <br>Cycle II (80.83). In addition, student learning mastery also improved, namely: pre-action <br>(48.28%), Cycle I (82.76%), and Cycle II (100%).</p>Hilma Karennina SandiSuryantoroKusiyah
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2025-02-062025-02-0621365375Penerapan CASEL untuk Meningkatkan Keaktifan Murid Berbantuan Media Pita Box
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1312
<p>This study aims to improve student activity and learning outcomes through the CASEL (Collaborative for Academic, Social, and Emotional Learning) approach with the help of concrete media PITA Box (Pictogram Bar Diagram Box). This Classroom Action Research (CAR) uses the Kemmis and McTaggart model with two cycles, each covering the planning, implementation observation, and reflection stages. The research subjects were 27 students of class 5C at SDN Bandungrejosari 1 Malang City in the even semester of the 2024/2025 academic year. The study was conducted in two cycles. Data collection techniques used observation, field notes, documentation, and learning outcome tests. Based on the results of observations, several problems were found in Mathematics learning, namely: low student activity, students looked bored due to monotonous media, minimal responses to teacher questions, and many did not understand the data presentation material. In addition, the lack of implementation of a learning model that suits student characteristics worsens the situation. The implementation of Discovery Learning integrated with the five CASEL components and the use of PITA Box media showed a significant increase in activity. Students demonstrated changes such as increased self-awareness, emotional management, empathy, collaboration skills, and responsible decision-making. This approach created a more active learning environment and supported students' socio emotional development.</p>Inda SalsabeelaNurul AinLuluk Faridatus Zuhroh
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2025-02-062025-02-0621376386Penerapan Model Pembelajaran Team Games Tournament untuk Meningkatkan Hasil Belajar pada Siswa Kelas 8 di SMPN 10 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1313
<p>The aim of this study is to improve students' learning outcomes in the Pancasila Education subject, specifically on the topic of challenges in implementing the Nusantara Insight and the behaviors that support it. The research was conducted in two cycles, each consisting of the stages of planning, action implementation, observation, and reflection. In the first cycle, a conventional lecture method was used, whereas in the second cycle, a student-centered cooperative learning model, Team Games Tournament (TGT) based on Ranking One Civic Education (ROCE), was applied. Data collection techniques included observation, tests (pre-test and post-test), and documentation. The results of the study showed a significant improvement in students' learning outcomes, with the average pre test score increasing from 52.73 to 72.61 in the post-test of the first cycle, and further rising to 90.33 in the post-test of the second cycle. The number of students achieving mastery (score ≥80) increased from 0 in the pre-test to 9 in the first cycle, and all students (33 individuals) achieved mastery in the second cycle. These findings indicate that the implementation of the TGT model based on ROCE is effective in enhancing students' participation, motivation, and learning outcomes in Pancasila Education.</p>Intan Kusuma WardaniYuli Ifana SariYenni Sunaryati
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2025-02-062025-02-0621387395Upaya Meningkatkan Kemampuan Menyajikan Data dalam Bentuk Diagram melalui Model Problem Based Learning Berbasis Survei Sederhana pada Siswa Kelas IV SD
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1314
<p>This study aims to improve the ability of fourth-grade elementary school students to present data in the form of diagrams through the implementation of a Problem-Based Learning (PBL) model based on simple surveys with a Deep Learning approach. This research is a Classroom Action Research (CAR) conducted in two cycles. Each cycle consisted of planning, implementation, observation, and reflection stages. The research subjects were 25 fourth-grade elementary school students. Data collection techniques included observation, learning outcome tests, and documentation. The results showed that the implementation of the PBL model was able to enhance students' ability to present data. The average student score increased from 59.95 in the precycle to 70.32 in the first cycle and 86.81 in the second cycle. The percentage of learning mastery also rose from 36% to 91%. In addition, there was an improvement in learning activities, collaboration skills, and student motivation throughout the learning process. The conclusion of this study is that the PBL model based on simple survey with a DEEP LEARNING approach is effective in improving data presentation skills and supporting meaningful learning for elementary school students</p>Ismi Rahmatus SalisaArnelia Dwi YasaFathol Muzakir
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2025-02-062025-02-0621396402Peningkatan Kemampuan Berhitung melalui Pendekatan Berdiferensiasi Berbantuan Media Himatika Kelas 2 SDN Bandungrejosari 1 Kota Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1316
<p>The purpose of this classroom action research is to examine the application of differentiated learning styles using the HIMATIKA concrete media to improve students' numeracy skills on grouping and comparing numbers 1–100 in second-grade students at SDN Bandungrejosari 1, Malang City. This research employed a qualitative approach with a two-cycle classroom action research (CAR) design. Data collection was conducted through observation and pre- and post-tests administered to 28 students. The results indicate that the differentiated learning styles approach using the HIMATIKA media can improve numeracy skills on grouping and comparing numbers 1–100. This improvement is evident from the comparison of pre- and post-test results, as well as observations that demonstrate active participation and increased conceptual understanding of students in the learning process.</p>Kartika Bhakti PratiwiNurul AinLuluk Faridatuz Zuhroh
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2025-02-062025-02-0621403415Penerapan Model Teams Games Tournament dengan Metode Treasure Hunt untuk Meningkatkan Hasil Belajar Siswa
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1317
<p>This classroom action research aims to improve student learning outcomes in the Civic Education subject, especially the "Wawasan Nusantara" material, through the implementation of the Teams Games Tournament (TGT) cooperative learning model combined with the Treasure Hunt method. The study was conducted in two cycles at SMP Negeri 10 Malang, involving 32 students from class VIII D. Each cycle consisted of planning, action, observation, and reflection stages. Data were collected through observation and written tests, then analyzed quantitatively and qualitatively. The results showed a significant increase in student learning outcomes. In cycle I, only 13 students (40.63%) achieved the minimum mastery criteria (≥80), with an average score of 73.84. After the implementation of the TGT model with Treasure Hunt in cycle II, the number of students who reached the mastery level increased to 30 students (93.75%) with an average score of 86.56. These findings indicate that the application of the TGT learning model integrated with the Treasure Hunt strategy effectively enhances student engagement, collaboration and understanding of learning materials. Therefore, it is recommended as an innovative approach to improve learning outcomes in Civic Education.</p>Laila Amalia HusnaYuli Ifana SariYenni Sunaryati
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2025-02-062025-02-0621416422Penerapan Model Belajar Superitem dengan Pendekatan Culturally Responsive Teaching Guna Meningkatkan Hasil Belajar Matematika Siswa SD Negeri Bandungrejosari 2
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1318
<p>This research is about the problem of low learning outcomes of mathematics subjects at SD Negeri Bandungrejosari 2, Malang City. Based on the results of observations and interviews conducted by researchers, the low learning outcomes are due to the influence of monotonous learning implementations that do not stimulate students to learn actively, instead making students look passive in learning. The formulation of the problem in this study is, whether the superitem method and the culturally responsive teaching approach are able to improve the learning outcomes of students at SD Negeri Bandungrejosari 2 in the mathematics subject of data processing material for the 2024/2025 school year. The type of research used is Classroom Action Research (PTK) with 2 cycles of the John Elliot model. The stages used in this study are planning, implementation, observation, and reflection. This study used 28 students in class 5A at SD Negeri Bandungrejosari who amounted to 28 people. The results of this study show that the use of the superitem method and the culturally responsive teaching approach can improve the learning outcomes of mathematics data processing materials. This is evidenced by the average score acquisition in cycle 1 obtained 75.25, while the average acquisition in cycle 2 was obtained 90.75.</p>Laily Selviyah SafitriTriwahyudiantoDhia Suprianti
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2025-02-062025-02-0621423435Penerapan Model Pembelajaran Think Pair Share untuk Meningkatkan Hasil Belajar Peserta Didik Kelas 3 SD pada Mata Pelajaran IPAS
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1319
<p>This study aims to improve the learning outcomes of students in class 3A of SDN Bandungrejosari 4 Kota Malang in the subject of Natural and Social Sciences (IPAS) through the implementation of the Think Pair Share (TPS) learning model. The background of this study is the low active participation of students, lack of understanding of the material, and monotonous teaching methods. The TPS learning model was chosen because it provides students with the opportunity to think individually, discuss in pairs, and share their thoughts with other groups, which is expected to enhance their engagement and understanding. This research is a Classroom Action Research (CAR) conducted in two cycles. Each cycle consists of the stages of planning, action, observation, and reflection. The subjects of this study are 27 students. Data collection techniques used are observation sheets and tests (pre-test and post-test). In cycle I, student engagement in learning was still suboptimal, but after improvements in cycle II through the addition of contextual media and simpler discussion guidelines, student engagement significantly increased. The average increase in student learning activities from cycle I to cycle II was above 55%. Therefore, the implementation of the Think Pair Share model has been proven to improve IPAS learning outcomes for students in class 3A of SDN Bandungrejosari 4 Kota Malang.</p>Laura Adhi Pramadhika BraniganArnelia Dwi YasaFathol Muzakir
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2025-02-062025-02-0621436449Meningkatkan Motivasi Belajar Peserta Didik Kelas 4 Menggunakan Media Pembelajaran Boxtif (Box Belajar Aktif)
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1320
<p>The background of this study is the low participation and motivation of students in learning, which is caused by the lack of creativity of teachers in the use of learning media, the incompatibility of learning methods with students' kinesthetic learning styles, and technical constraints such as unstable digital facilities. The purpose of this study is to increase the motivation of fourth-grade students at SDN Bandungrejosari 3, Malang City to use the Boxtif (Active Learning Box) learning media. This study uses the Classroom Action Research (CAR) method, the Kemmis model, and McTaggart. The CAR consists of two cycles, with planning, action, observation, and reflection stages in each. Qualitative and quantitative descriptive analyses were conducted after data were collected through questionnaires, documentation, and observation. The results showed that students' desire to learn increased. In the pre-cycle, only 11.54% of students said they were motivated. This increased to 61.54% after the first cycle and 84.62% after the second cycle. It is proven that Boxtif media can increase student participation in Indonesian language learning by combining elements of educational games, group activities, and a challenge and reward system. Therefore, the use of Boxtif media increases students' desire to learn in elementary school.</p>Lia Patra NurkamalinPrihatin SulistyowatiHermin Suswati
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2025-02-062025-02-0621450457Pengimplementasian Model TGT dalam Meningkatkan Motivasi Belajar Peserta Didik di SMAN 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1321
<p>This research aimed to improve student learning motivation using the Teams Games Tournament (TGT) cooperative learning model in grades 11-1 of SMAN 2 Malang. The reason for choosing this title was the low level of student learning motivation, characterized by minimal active involvement in the learning process and the predominant use of lecture methods. This study employed the Classroom Action Research (CAR) model by Kemmis and McTaggart, conducted in two cycles, each consisting of planning, action, observation, and reflection. Data were collected through observation, questionnaires, and interviews, and analyzed qualitatively and quantitatively. The results showed an increase in student learning motivation across all indicators: enjoyment, interest, attention, an involvement. Average learning motivation increased from 62.3% in the pre-cycle to 67.6% in the first cycle, and reached 72.3% in the second cycle. Therefore, it can be concluded that the implementation of the TGT model has proven effective in creating a more interactive and enjoyable learning environment and encouraging active student participation.</p>Liana Nur SafitriSuciatiLestari Andarwati
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2025-02-062025-02-0621458470Penerapan Model Discovery Learning dengan Media Visual untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik Kelas V SDN Bakalan Krajan 1
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1322
<p>This study aims to improve students' cognitive learning outcomes in Indonesian language through the application of the Discovery Learning model with the aid of visual media. This study was conducted as Classroom Action Research (CAR) consisting of two cycles involving students of class VB at SDN Bakalan Krajan 1, Malang City, in the 2024/2025 academic year. The study was conducted collaboratively between the researcher, the class teacher, and the supervising lecturer. Data collection techniques included observation, learning achievement tests, and documentation. Data analysis used qualitative and quantitative methods. The results showed that the average learning outcome increased from 73 in the pre-cycle to 74 in the first cycle, and significantly increased to 88 in the second cycle. This improvement indicates that the use of the Discovery Learning model with visual media is effective in helping students understand expository text material. Visual media supports critical thinking processes and active student engagement in learning. These findings indicate that the combination of an active learning model and engaging media can significantly improve student learning outcomes, particularly in the cognitive aspects of Indonesian language.</p>Mardana Nur RahadinDyah TriwahyuningtyasYuyun Setyaningsih
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2025-02-062025-02-0621471479Penerapan Model Discovery Learning dengan Pendekatan CRT untuk Meningkatkan Hasil Belajar Siswa
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1324
<p>This study explores the effectiveness of integrating the Discovery Learning model with the Culturally Responsive Teaching (CRT) approach to enhance learning outcomes in Science and Social Studies (IPAS) among fifth-grade students at SDN Tanjungrejo 3 Malang. This study, conducted as Classroom Action Research (CAR) over two cycles, involved 27 students. Data were gathered through pretest and posttest evaluations to assess the progress in students' learning outcomes. The results demonstrated a significant increase in academic performance, with 63% of students meeting the Minimum Competency Criteria in the first cycle and 93% achieving the Minimum Competency Criteria in the second cycle. The application of Discovery Learning combined with CRT not only facilitated improved academic achievement but also fostered greater student engagement and participation. These findings align with prior research, reinforcing that the combination of CRT and Discovery Learning effectively supports the enhancement of student learning outcomes. The study concludes that this integrated approach is a highly effective strategy for fostering inclusive and culturally relevant learning, particularly in elementary education.</p>Mariska KristianingrumUdik YudionoWahyu Pratiwi
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2025-02-062025-02-0621480489Implementasi Model Pembelajaran Discovery Learning Berbasis Pick and Stick untuk Meningkatkan Hasil Belajar Peserta Didik
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1325
<p>Classroom Action Research (CAR) is one type of research action carried out in the classroom to find problems and find solutions as a solution. The variables used in this CAR are fifth-grade students of SDN Kebonsari 3 Malang. The formulation of the problem obtained from this CAR is the lack of mastery of concepts possessed by students. The discovery learning model and pick and stick learning media are given the aim of being able to provide changes in student learning outcomes. In the first cycle, it was found that fifth grade students got low results on the evaluation questions given, namely an average of 54.3. In the second cycle, the average value produced by students increased by 0.16% to 63.07%. While in the third cycle, the average value produced by students was able to increase by 0.27% from the second cycle, namely 80.6%. By applying the learning model and providing learning media to the material, there was a significant increase in each cycle, so it can be concluded that the learning model and learning media provided had an impact.</p>Melati Sukma Sekar WaluyoSri RahayuIndra Wahyuny Apriliana Dwi Krisdinawati
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2025-02-062025-02-0621490498Penerapan Model Pembelajaran TGT (Team Games Tournament) untuk Meningkatkan Hasil Belajar Peserta Didik
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1326
<p>This study aims to determine the improvement in student learning outcomes through the implementation of the TGT (Team Games Tournament) learning model in Grade 3 students at SDN Tanjungrejo 3 Malang. The research used a Classroom Action Research (CAR) method consisting of two cycles. The results showed improvements in student learning outcomes. In the pre cycle stage, only 43% of students achieved the Minimum Mastery Criteria (MMC). In Cycle 1, the percentage of students who met the criteria increased to 71%, and in Cycle 2, it further increased to 82%. These findings indicate that the TGT learning model is effective in improving students' learning outcomes.</p>Mila RahmatikaUdik YudionoWahyu Pratiwi
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2025-02-062025-02-0621499507Penerapan Model Team Games Berbasis Bingo Silaku dalam Materi Mengenal Pancasila sebagai Upaya Meningkatkan Hasil Belajar Siswa
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1327
<p>This study aims to describe the progress in student learning outcomes in the Pancasila Education subject through the implementation of the TGT learning method using Bingo Silaku media. The approach used in this study is Classroom Action Research (CAR), following the pattern determined by Kemmis and McTaggart. The study was conducted at SDN Kebonsari 3 Malang, involving 26 students as research subjects. The research process took place in three cycles. Each session was divided into four stages, namely planning, implementation, observation, and reflection. Data collection methods applied included tests, interviews, and observations. For data analysis, the approach used included quantitative and qualitative methods. The findings of this study indicate that student learning outcomes in the Pancasila Education subject continue to improve in each cycle. In the first cycle, the level of student understanding of Pancasila Education was recorded at 42.3%. This figure indicates an increase in the second cycle to 73%, and in the third cycle, learning achievement increased to 88.4%. From these results, it can be concluded that the TGT learning model utilizing Bingo Silaku media has proven effective in improving Pancasila Education learning outcomes among third-grade students at SDN Kebonsari 3 Malang.</p>Milenia Nanda KatikaSri RahayuIndra Wahyuny
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2025-02-062025-02-0621508522Penerapan Media Pembelajaran Educaplay untuk Meningkatkan Hasil Belajar pada Mata Pelajaran IPAS
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1329
<p>This study was motivated by the monotonous learning process caused by teachers relying heavily on lectures and textbooks. As a result, students often felt bored, lost focus, and showed low learning outcomes and motivation, as observed at SDN Kebonsari 1, Malang. To address this issue, the researcher implemented Platform educaplay, a web based digital learning platform that allows teachers and students to create and use various interactive educational games. The study aimed to examine the impact of using Platform educaplay on improving fourth-grade students’ learning outcomes in the subject of Science and Social Studies (IPAS). Data were collected through observations of teacher and student activities, as well as learning outcome tests consisting of multiple-choice and short-answer questions. The results showed an increase in learning mastery from 32% in the initial condition to 64.3% in the first cycle, and 84% in the second cycle. These findings indicate that Platform educaplay is effective in enhancing student learning outcomes and participation. It is recommended that teachers utilize interactive digital media to create an engaging, active, and meaningful learning environment.</p>Misfalah Siti Halimatus SakdiyahTina Susanti
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2025-02-062025-02-0621523533Penerapan Platform PMC Menstimulus Minat Peserta Didik terhadap Peningkatan Kualitas Menulis Teks Biografi di Kelas X-6 SMAN 6 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1330
<p>The students' willingness to write biographical texts is very minimal. In the learning process, students show reactions of being busy with their own activities, ignoring the teacher by playing with their smartphone, and the teacher during the teaching process without using learning media. The students' learning outcomes are also very low. This study aims to describe the stimulus of the PMC platform on the interests and learning outcomes of students in writing biographical texts of class X-6 SMA Negeri 6 Malang according to the development of technology 5.0. This study uses classroom action research which has two cycles. Respondents in this study were students of class X-6 SMA Negeri 6 Malang as subjects. The results of the study showed that through the application of the PMC platform in the learning process activities, it can increase students' interest and learning outcomes in communication, exploration, collaboration, and interactive participation. Through the presentation of material in the PMC platform in the form of text, video, podcasts, and images that are easy to understand the concept of writing biographies according to students' needs. The improvement in the results of writing biographical texts of class X-6 SMA Negeri 6 Malang students has shown an increase. The average score before the action was 75, the cycle I action was 80.42, and the cycle II action was 87.22. The percentage of student completion in cycle I increased by 5.42% and in cycle II by 6.8%.</p>Mochamad DeniHadi WardoyoJekti Wulandari
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2025-02-062025-02-0621534546Pengaruh Media Pembelajaran Berbasis Kartu Tantangan terhadap Peningkatan Pemahaman Hak dan Kewajiban Peserta Didik Kelas X-1 di SMAN 6 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1331
<p>Students' understanding of rights and obligations remains relatively low. This is demonstrated by learning outcomes that have not yet reached the Minimum Competency (KKM) and low levels of active student engagement in the learning process. This situation indicates the need for innovation in learning strategies that not only emphasize cognitive aspects but also increase student motivation and active participation. This study aims to improve the understanding of tenth-grade students at SMAN 6 Malang regarding this material through the use of challenge cards. This study used the Kemmis and McTaggart Classroom Action Research model, implemented in two cycles with stages of planning, action, observation, and reflection. Data collection techniques included observation, pre tests and post-tests, and documentation. The results showed a significant increase in student understanding after the implementation of the action, as evidenced by post-test results, and higher student engagement in learning activities through the implementation of challenge card-based learning that is tailored to students' learning needs. Therefore, teachers can utilize similar media in the learning process and develop learning designs that are contextual and relevant to students' daily lives.</p>Mohamad Fadil HartantoYulius Rustan EffendiNatalia Aristina Dewi
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2025-02-062025-02-0621547558Penerapan Pembelajaran Berdiferensiasi untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VIII C SMP Negeri 10 Malang pada Materi Budaya Nasional sebagai Identitas Bangsa
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1332
<p>This classroom action research aimed to improve the learning outcomes of Grade VIII C students at SMPN 10 Malang through the implementation of differentiated instruction in the subject of Pancasila and Civic Education (PKn), focusing on the topic "National Culture as the Identity of the Nation." The research was conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. Data collection techniques included learning style tests, student activity observation sheets, and documentation.The results of the study showed a significant improvement in student learning outcomes. The average student score increased from 66.2 in the first cycle to 85.1 in the second cycle. The implementation of differentiated instruction allowed the teacher to adjust the content, process, and product of learning based on students’ readiness, interests, and learning styles. This had a positive impact on students’ motivation, active engagement, and understanding of the Civics material.Therefore, differentiated instruction can be an effective strategy to create inclusive and equitable learning in diverse classrooms</p>Muhammad Dahlan Yuli Ifana SariYenni Sunaryati
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2025-02-062025-02-0621559565Peningkatan Hasil Belajar IPAS melalui Pendekatan TaRL Siswa Kelas IV SDN Gadang 1
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1333
<p>This study aims to improve the learning outcomes of science subjects in class IV C through the implementation of the Teaching at the Right Level (TaRL) approach. The method used is Classroom Action Research (PTK), which combines quantitative and qualitative approaches. The study was conducted at SDN Gadang 1 Malang City with 25 students of class IV-C as subjects. The research activities took place in three stages, namely pre-cycle, cycle I, and cycle II. In the pre-cycle stage, students were given a cognitive diagnostic assessment to identify their initial understanding, the results of which showed a level of completion of 44%. In cycle I, learning was carried out using the TaRL approach and the discovery learning model, which resulted in an increase in completion to 64%. Furthermore, in cycle II, learning was complemented with a snowball throwing game, which encouraged an increase in student completion to reach 92%. The findings of this Classroom Action Research indicate that the application of the TaRL approach is effectively able to improve student learning outcomes in science subjects.</p>Muhammad FatkhurrokhmanFarida Nur KumalaMartini Dwi Purnama
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2025-02-062025-02-0621566579Upaya Peningkatan Hasil Belajar Peserta Didik Kelas IV Materi Bangun Datar melalui Media Ular Tangga di SDN Tanjungrejo I
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1334
<p>Learning is a process of transferring knowledge between educators and students to provide broad knowledge and insights for the future. Mathematics is a subject in elementary school that requires concrete media as a learning tool. Mathematics learning is an activity of observing, reasoning, experimenting, asking questions, creating, and presenting. Based on observations at the UPT SDN Tanjungrejo I, researchers found that many students lacked enthusiasm during learning activities, especially in mathematics.</p>Nalinda Esti GutariRomia Hari SusantiLilik Normawati
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2025-02-062025-02-0621580587Upaya Meningkatkan Hasil Belajar Matematika Materi Penjumlahan Menggunakan Media Number Stick Learning Box pada Siswa Kelas 1 SDN Tanjungrejo 1
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1335
<p>This classroom action research aims to improve the learning outcomes of first grade students at SDN Tanjungrejo 1, Malang City, in Mathematics, specifically on addition, through the use of the Number Stick Learning Box. The research was conducted in two cycles, each encompassing planning, implementation, observation, and reflection. In the first cycle, learning was conducted without the use of the Number Stick Learning Box, resulting in an average student score of 69.5 and a classical completion rate of 56%, still below the established success criteria of 80% or more. In the second cycle, the Number Stick Learning Box was implemented, enabling students to learn more visually and contextually. The results showed significant improvement, with an average student score of 83.3 and a classical completion rate of 81%. The use of this media has been proven to help students understand concepts concretely and encourage their active engagement in learning. Thus, the Number Stick Learning Box can be an effective alternative in first-grade Mathematics instruction to help improve student learning outcomes.</p>Nanda Putri Sa’diyahLilik NurmawatiRomia Hari Susanti
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2025-02-062025-02-0621588597Peningkatan Hasil Belajar Siswa Kelas 3 Fase B Materi Penyajian Data dengan Media Dadar Data (Dadu Bergambar)
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1336
<p>This study aims to improve the learning performance of third grade students at SDN Kebonsari 1 Malang City in the topic of data presentation using the "Dadar Data" media (dice with pictures). The reason for conducting this study is because students have a low understanding of the concept of data presentation, which is caused by the large use of lecture methods and the limited learning media used. This study was conducted in two cycles with the Problem Based Learning (PBL) method which includes planning, action, observation, and reflection. Data were collected through observation, interviews, and written tests, then analyzed using a quantitative descriptive method. The results of the study showed an increase in student learning completeness from 28.57% in the pre-cycle to 67.86% in the first cycle, and increased again to 82.14% in the second cycle. The use of the "Dadar Data" media has been proven to encourage active student involvement in the learning process, especially in terms of collecting, analyzing, and presenting data in the form of tables. Therefore, this media is considered effective in helping students' understanding of concepts and learning outcomes in mathematics lessons. The "Dadar Data" media is recommended as an innovative alternative for mathematics learning at the elementary school level.</p>Naviatul RizqiaSiti Halimatus SakdiyahTina Susanti
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2025-02-062025-02-0621598610Peningkatan Hasil Belajar Peserta Didik pada Materi Bangun Datar dengan Pendekatan CRT (Culturally Responsive Teaching) Kelas IV SDN Bandungrejosari 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1337
<p>This classroom action research aimed to improve student learning outcomes in the topic of flat shapes using the Culturally Responsive Teaching (CRT) approach integrated with Reog Ponorogo, a traditional Javanese art form. The research was conducted in Class IV of SDN Bandungrejosari 2 Malang during the even semester of the 2024/2025 academic year. It involved two cycles, each consisting of planning, action, observation, and reflection stages. Reog Ponorogo cultural elements—such as mask shapes and costume ornaments were used as contextual tools to help students better understand geometric concepts. The subjects were 28 students (17 boys and 11 girls). Data were collected through observation, tests (pre-test and post-test), and documentation. The results showed significant improvement. In the pre-cycle, only 1 student (4%) met the minimum mastery criterion (KKM = 75) with an average score of 35.89. In the first cycle, 18 students (64%) passed with an average of 76.75. By the second cycle, 21 students (75%) achieved mastery, and the average score rose to 81.71. The study concludes that integrating local culture through CRT enhances student engagement and learning outcomes in elementary mathematics.</p>Ngulmi KhamidahTriwahyudiantoDhia Suprianti
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2025-02-062025-02-0621611622Penerapan Discovery Learning dan PSE untuk Meningkatkan Pemahaman Konsep Bangun Datar dengan Puzbang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1338
<p>This research is motivated by the low understanding of the concept of plane figures in grade 4B students of SDN Bandungrejosari 1, Malang City, which is characterized by the inability to distinguish similar geometric shapes and the lack of active participation in the learning process. This study aims to improve mathematics learning outcomes through the application of the Discovery Learning model combined with the Social Emotional Learning Approach (PSE) and concrete media in the form of PUZBANG (Flat Building Puzzle). This research is a Classroom Action Research (CAR) with a quantitative descriptive approach implemented in two cycles. Data were collected through observation, documentation, and learning outcome tests. The results showed a significant increase in student understanding. In the pre-cycle stage, only 35.7% of students passed the KKM (≥75), increasing to 53% in Cycle I, and reaching 89% in Cycle II. In addition, there was an increase in social interaction, self-confidence, and active involvement of students in group discussions. These findings indicate that the combination of the Discovery Learning model, the PSE approach, and PUZBANG media can effectively improve learning outcomes while building students' social emotional skills. Therefore, this learning strategy is worthy of broader application in the context of elementary school mathematics learning.</p>Nikmatul NguyunNurul AinLuluk Faridatuz Zuhroh
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2025-02-062025-02-0621623634Implementasi Media Papan Waktu untuk Meningkatkan Hasil Belajar Siswa Kelas 2 Materi Pengukuran Waktu
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1339
<p>Mathematics is considered by students to be the most difficult subject. The purpose of this study was to address the low learning outcomes of second-grade students in the time measurement material at SDN Tanjungrejo 1. This study is a classroom action research based on initial observations, obtained data that 45% of students have not reached the KKM (Minimum Completion Criteria) set at 70. This is caused by the lack of interesting learning media and the learning model that is still conventional. This classroom action research implements a time board media to create more interactive and meaningful learning. The study was conducted in two cycles with the stages of planning, implementation, observation, and reflection. Data were collected through learning outcome tests, student activity observation sheets, and documentation. The results of the study showed a significant increase in Mathematics learning outcomes where in the first cycle the classical completeness reached 57% with an average value of 69.4. Then it increased in the second cycle to 89% with an average value of 82.4. The conclusion of the study proves that the use of time board media is effective in improving the learning outcomes of second-grade students in the time measurement material. This study recommends teachers to utilize time board media. These findings can serve as a reference for developing mathematics learning in elementary schools.</p>Ninik SuprihatinRomia Hari SusantiLilik Nurmawati
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2025-02-062025-02-0621635647Penerapan Model Discovery Learning Berbantuan Wordwall untuk Meningkatkan Hasil Belajar Peserta Didik Kelas IV SD
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1340
<p>Education plays an important role for the welfare of the nation, supported by schools and teachers who play a role in learning. Mathematics learning is often considered difficult, but the use of appropriate learning models such as discovery learning and interactive media such as wordwalls can make it more interesting and effective, so this study aims to This study aims to improve students' mathematics learning outcomes through the application of discovery learning models assisted by wordwall media. The purpose of this study is to improve the learning outcomes of class IV-A students of Bakalan Krajan 1 Elementary School, Malang City. The subjects of this study were class IV-A of Bakalan Krajan 1 Elementary School, Malang City, in the 2024/2025 academic year, totaling 28 students. The results of this study show that the percentage of learning outcomes increased from cycle I to cycle II. The results showed that in the pre-cycle stage, students who achieved the Learning Objectives Achievement Criteria (KKTP) were only 28.57% with an average score of 70. After the actions were carried out in cycle I, learning completeness increased to 53.57% with an average score of 73.75. In cycle II, learning completion increased significantly to 89.29%, with an average score of 80. Based on these results, it can be concluded that the discovery learning model assisted by Wordwalls is effective in improving students' mathematics learning outcomes.</p>Nisfatun MufitdahDyah TriwahyuningtyasYuyun Setyaningsih
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2025-02-062025-02-0621648659Penggunaan Model Pembelajaran Game Based Learning dengan Permainan Mystery Word untuk Meningkatkan Hasil Belajar Siswa Kelas 5B SDN Bandungrejosari 4
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1341
<p>This classroom action research aims to improve the learning outcomes and motivation of 5B grade students of SDN Bandung Rejosari 4 through the application of the Game Based Learning model with the Mystery Words game. The research was conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. The results of the study showed a significant increase in student learning outcomes. The class average score increased from 61 in the pre-cycle to 75.8 in Cycle I, and reached 81.6 in Cycle II. The highest student score increased from 85 to 90, and then 95. Meanwhile, the lowest score also increased from 20 in the pre-cycle to 45 in Cycle I, and rose to 60 in Cycle II. The number of students who achieved learning mastery increased from 12 people (48%) in the pre-cycle to 19 people (76%) in Cycle I, and reached 23 people (92%) in Cycle II. Furthermore, students' learning motivation also showed an increase, from the "Sufficient" category with an average score of 60.25 in the pre-cycle, to the "Good" category with a score of 72.46 in Cycle I, and then to the "Very Good" category with a score of 85.71 in Cycle II. These findings indicate that the Game-Based Learning model with the Mystery Words game is effective in improving student learning outcomes and motivation.</p>Nora Fatikha AsyrofiaArnelia Dwi YasaFathol Mudzakir
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2025-02-062025-02-0621660672Penerapan Model Picture and Picture untuk Meningkatkan Pemahaman Konsep Peserta Didik di Kelas III SDN Bakalan Krajan 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1342
<p>This research was motivated by the monotonous, ineffective, and unenjoyable learning process. The Picture and Picture cooperative learning model is a learning strategy that uses images to help explain material and facilitate student motivation and active learning. The subjects in this study were 27 grade IIIA students at Bakalan Krajan 2 Elementary School. The instruments used were a pre-test and a post-test to measure improvements in student understanding. In cycle I, 11 students (41%) achieved a score that met the learning completion standard, while 16 students (59%) did not. In cycle II, 25 students (93%) achieved the completion standard, and only 2 students (7%) did not. Based on these results, it can be concluded that the implementation of the Picture and Picture model is effective in improving student conceptual understanding.</p>Nungki Aksin A’malinaNyamik Rahayu SesantiSri Hariani
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2025-02-062025-02-0621673683Peningkatan Hasil Belajar Siswa pada Pembelajaran IPAS melalui Metode Gallery Walk
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1343
<p>This study aims to improve student learning outcomes in Natural and Social Sciences (IPAS) through the application of the gallery walk method. The study was conducted in class IV A of SDN Kebonsari 2 Malang City using the Classroom Action Research (CAR) approach model Kemmis and McTaggart consisting of two cycles. Each cycle includes the stages of planning, implementation, observation, and reflection. Data collection methods were carried out through observation, assignments, and tests. The results showed a significant increase in student learning outcomes. In the pre-cycle, the learning completion rate was 64%, increased to 86% in cycle I, and reached 89.29% in cycle II. The average class score also increased from 86.96 in cycle I to 90.89 in cycle II. The gallery walk method has proven effective in creating an active, collaborative, and enjoyable learning atmosphere, as well as encouraging maximum student involvement. Thus, this method can be used as an alternative innovative learning strategy in improving the quality of IPAS learning in elementary schools.</p>Nur Asyiqin AfifahCicilia Ika Rahayu NitaSulistyowati
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2025-02-062025-02-0621684691Pemanfaatan Alat Peraga STEM Lidi untuk Meningkatkan Pemahaman Konsep Matemtis Materi Unsur-Unsur Bangun Datar di Kelas 3
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1344
<p>This classroom action research aims to improve the understanding of mathematical concepts of 3rd grade elementary school students on the material of plane geometry elements through the use of STEM stick teaching aids. The research was conducted in two cycles at SDN Tanjungrejo 4 Malang City with a total of 24 students as subjects. The method used is the Kemmis and McTaggart spiral model which includes the stages of planning, action, observation, and reflection. STEM stick teaching aids in the form of sticks and plasticine connectors are used to help students build and understand plane geometry concretely. Data collection techniques used observation, written tests, and documentation which were analyzed descriptively qualitatively and quantitatively. The results showed an increase in the average conceptual understanding score, from 61 in the pre-action phase to 66 in Cycle 1, and again to 75 in Cycle 2. Improvements were also seen across all conceptual understanding indicators: restating concepts at an average of 71% in Cycle 1, and 88% in Cycle 2; classifying objects at an average of 68% in Cycle 1 and 74% in Cycle 2; identifying examples and non-examples at an average of 61% in Cycle 1 and 72% in Cycle 2; and presenting concepts in various mathematical representations at an average of 62% in Cycle 1 and 67% in Cycle 2. These results indicate that the STEM stick teaching aids are effective in enhancing students' mathematical conceptual understanding through active, contextual, and enjoyable learning.</p>Nur SamsiyahDwi Agus SetiawanAris Sri Sunarti
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2025-02-062025-02-0621692704Efektivitas Penggunaan Media Wordwall terhadap Hasil Belajar Murid Kelas X-I Di SMAN 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1345
<p>Learning outcomes refer to observable and measurable changes in students' behavior after undergoing the learning process. However, the learning outcomes of Grade X-I students at SMAN 2 Malang still need improvement. This study aims to enhance the learning outcomes of Pancasila Education among Grade X-I students at SMAN 2 Malang through the use of Wordwall media. The research conducted is Classroom Action Research (CAR), which involves the stages of planning, action implementation, observation, and reflection. The instruments used include tests, observations, and documentation, with data collected from pretest and posttest results in the form of the percentage of each student's total score and the average score. The findings show that applying Wordwall media effectively improves learning outcomes, as evidenced by the percentage of learning outcomes increasing from 80% in the first cycle to 85% in the second cycle, both of which fall into the good category.</p>Nurul Izzah Khusniar Putri PradanaDidik IswahyudiDidik IswahyudiDidik IswahyudiLestari Andarwati
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2025-02-062025-02-0621705713Meningkatkan Keaktifan Peserta Didik Kelas IV melalui Penerapan Model Discovery Learning di SDN Bakalan Krajan 2
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1346
<p>This low level of student engagement is strongly suspected to be related to the conventional learning approach. The purpose of this study was to improve fourth-grade student engagement through the application of the discovery learning model at SDN Bakalan Krajan 2, from information gathering to conceptual conclusions, thereby increasing their engagement and optimizing learning outcomes. This study employed the Classroom Action Research (CAR) method, conducted in two cycles. Data was obtained through observation, interviews, and documentation. A total of 27 fourth-grade students were involved as research subjects at SDN Bakalan Krajan 2, Malang City. Observation methods supplemented by an assessment rubric were used in the data collection process. The data analysis techniques employed in this classroom action research employed qualitative and quantitative data analysis. The results of this study indicate that fourth-grade student engagement increased by 15%, from an average of 60% in cycle 1 to 75% in cycle 2. This concludes that the discovery learning model has a positive impact.</p>Nurul Syari’ahNyamik Rahayu SesantiYuli Sri Harini
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2025-02-062025-02-0621714722Penguatan Partisipasi Belajar Peserta Didik Kelas VIII-A SMP Negeri 17 Malang pada Mata Pelajaran Pendidikan Pancasila melalui Evaluasi Digital Berbasis Padlet
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1348
<p>This study aims to increase student involvement in civic education learning by utilizing Padlet digital media as a means of evaluating learning in the classroom. The background of this study began with the lack of student participation in conventional learning evaluations, which tend to be one-way and non-interactive. The study was conducted in class VIII-A of SMP Negeri 17 Malang using the classroom action research method of the Kemmis & McTaggart model in two cycles. Cycle I utilized sticky notes as an evaluation tool, while cycle II used Padlet. The research findings indicated a significant increase in student participation from 61,3% in cycle I to 96,8% in cycle II. Data analysis indicated that Padlet is an effective tool for formative evaluation because it provides opportunities for students to express their ideas visually, interactively, and in a fun atmosphere. In addition, the use of Padlet has been proven to overcome differences in the learning styles of diverse students, especially for those who tend to be less active in verbal communication. This media also allows teachers to provide direct feedback and create productive two-way communication. With a more democratic and transparent learning environment, students feel more appreciated and motivated to contribute. This study suggests the application of Padlet in learning evaluation to create a more interactive, inclusive learning atmosphere that meets the demands of the younger generation in the digital era.</p>Putri Indah LestariMuthomimahYuniar Mujiwati
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2025-02-062025-02-0621723731Penerapan Model Pembelajaran PBL Berbantu Media Kantong Bilangan untuk Meningkatkan Hasil Belajar Siswa Kelas II
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1349
<p>This study aims to determine the improvement of student learning outcomes through the application of the Problem Based Learning (PBL) learning model assisted by Number Bag Media in Class II Students at SDN Tanjungrejo 5 Malang. This study uses the Classroom Action Research (CAR) method. This study was conducted in two cycles. Each cycle involves 4 stages, namely: Planning, Action, Observation, and Reflection. Data collection techniques use observation and tests. When the action has not been given, only 10 students or 36% of students met the KKM requirements. In the action activities of cycle I, there was an increase, namely 16 students or 57% who achieved KKM and in cycle II there were 24 students or 86% who succeeded in achieving learning completeness. The average value of learning outcomes in cycle I and cycle II also increased from 71 to 81. This shows an increase in student learning outcomes in the material of counting up to 100 using number pocket media from cycle I to cycle II.</p>Ratna Yusi LestariYuliantiSetyo Agung Widodo
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2025-02-062025-02-0621732746Peningkatan Hasil Belajar Siswa Kelas melalui Model REACT (Relating, Experiencing, Applaying, Cooperating, Transfering) Berbasis Permainan Squid Game
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1350
<p>This study aims to determine the improvement in learning outcomes of third grade students at SDN Kebonsari 3, Malang City, through the application of the REACT (Relating, Experiencing, Applaying, Cooperating, Transferring) learning model based on the Squid Game game. This study used a descriptive qualitative approach with a Classroom Action Research (CAR) design. The subjects were 25 third-grade students at SDN Kebonsari 3, Malang City. Data were collected from three cycles. The results showed that the REACT learning model based on the Squid Game game resulted in significant improvements, with an average grade point average of 80.2 for the entire class and a completion rate of 88%. Based on these results, it can be concluded that the REACT (Relating, Experiencing, Applaying, Cooperating, Transferring) learning model based on the Squid Game game can improve student learning outcomes in class 3B SDN Kebonsari 3, Malang City, in Mathematics, especially in the topic of presenting data in tables.</p>Riesma Dwi MayantiSri RahayuIndra Wahyuny Belinda Permata Sari
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2025-02-062025-02-0621747755Penerapan Media Pembelajaran MUMAT untuk Meningkatkan Minat Belajar Matematika Kelas V SD
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1351
<p>This classroom action research aims to increase the interest in learning mathematics among fifth-grade students at SDN Tanjungrejo 2 Malang through the implementation of the "MUMAT" (Easy Mathematics) learning media. The background of this research is the low interest of students in mathematics, particularly in the topic of plane figures, due to its abstract nature and the use of conventional learning methods. This study used the Kemmis and McTaggart model with two cycles (Cycle I and Cycle II), which included planning, action, observation, and reflection. The "MUMAT" media was developed using Articulate Storyline 3 and validated by experts before being tested for effectiveness using the Guttman scale. The results showed a significant increase in student learning interest, with a reproducibility coefficient increasing from 0.88 (pre-cycle) to 0.95 (Cycle II) and a scalability coefficient reaching 0.8 in Cycle II, meeting the effectiveness criteria. These findings demonstrate that interactive media such as "MUMAT" can increase student engagement and interest in mathematics learning. This study recommends further research to apply similar media to other topics or learning objectives.</p>Rifqy Adhi WiratamaIndra SuastikaAdna Arum Ambarwati
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2025-02-062025-02-0621756770Peningkatan Pemahaman Materi Puisi melalui Gallery Walk dan Media Puzzle di Kelas X SMA Negeri 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1352
<p>This study aims to improve students' understanding of poetry (Lestari et al., 2024) through the application of the Gallery Walk method and puzzle media. Based on initial observations, students' understanding of the intrinsic elements and meaning of poetry is still low. This is due to a lack of varied learning methods and minimal active student involvement in the learning process. This study is a Classroom Action Research (CAR) conducted in two cycles with students of grade X-D at SMA Negeri 2 Malang as subjects. Data collection techniques used observation, tests, and documentation. The results showed that the application of the Gallery Walk method and puzzle media can improve students' understanding of poetry, as indicated by an increase in students' average scores from cycle I to cycle II. Therefore, this strategy is recommended for use in teaching poetry texts in the classroom.</p>Risa SafitriRahutamiAstrid Wangsagirindra
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2025-02-062025-02-0621771781Penerapan Model Pembelajaran Problem Based Learning sebagai Upaya Meningkatkan Motivasi dan Hasil Belajar Peserta Didik SMAN 6 Malang Kelas XI-6 pada Mata Pelajaran Pendidikan Pancasila
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1353
<p>Pancasila Education plays a strategic role in shaping national character and strengthening national identity, yet its implementation in high schools still faces various obstacles, such as monotonous teaching approaches, lack of contextuality, and minimal relevance to real life. This study aims to improve learning outcomes and motivation of students in Pancasila Education through the application of the Problem Based Learning (PBL) model. This research is a Classroom Action Research (CAR) conducted in two cycles with students of class XI-6 at SMAN 6 Malang. Data collection techniques used observation and tests. The results showed that the implementation of the PBL model was able to increase student learning mastery from 56% in the first cycle to 81% in the second cycle. Additionally, there was a significant improvement in learning activities and student motivation. These findings indicate that the PBL model is effective in addressing Pancasila Education learning problems and relevant to supporting the development of 21st century competencies within the framework of the Independent Curriculum.</p>Rohmat Deni AlfauziYulius Rustam EffendiNatalia Aristina Dewi
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2025-02-062025-02-0621782790Implementasi Pendekatan Realistik Mathematic Education (RME) untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas II SDN Bandungrejosari 4
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1354
<p>This research stemmed from the problem of low mathematical conceptual understanding among lower-grade students, which impacted their learning outcomes and engagement in learning. The urgency of this research is to improve the quality of the learning process while simultaneously enhancing student learning outcomes. The primary objective of this study was to improve mathematics learning outcomes through the implementation of the Realistic Mathematics Education (RME) approach for second-grade students at SDN Bandungrejosari 4, Malang City. This study was a Classroom Action Research (CAR) conducted over two cycles, with 28 students as subjects. The method used was descriptive quantitative, with data collection through observation and assessment of learning outcomes using test instruments. The results showed that the RME approach significantly improved learning outcomes. In the pre-cycle, student learning mastery was only 39.2%. After implementing RME in the first cycle, mastery increased to 67.8%, and in the second cycle, it reached 89.2%. This improvement demonstrates the effectiveness of the RME approach in linking mathematical concepts to real-world contexts, making learning more meaningful, enjoyable, and understandable for lower-grade students.</p>Rohmatul HasanahArnelia Dwi YasaFathol Muzakir
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2025-02-062025-02-0621791799Optimalisasi Keterlibatan Peserta Didik Kelas VIII-I dalam Pembelajaran Wawasan Nusantara melalui Metode Make a Match
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1355
<p>This study aims to optimize student engagement in learning the Indonesian Archipelago Insight through the application of the Make a Match method. This method was chosen because it encourages active, collaborative, and enjoyable interactions through card matching activities containing information on Pancasila Education subject matter. This Classroom Action Research was conducted in two cycles, with each cycle including planning, implementation, observation, and reflection stages. The subjects of the study were 29 students of class VIII-I of SMP Negeri 17 Malang. Data collection was carried out using learning engagement observation sheets, student response questionnaires, and field notes. The results of the study showed a significant increase in student engagement after the implementation of the Make a Match method. In cycle I, the level of student engagement reached 67%, seen from the increase in asking, discussing, and answering questions actively. Furthermore, in cycle II, the percentage of engagement increased to 83% after improvements to learning strategies and more effective group management. In addition, the results of the questionnaire revealed that 91% of students felt more motivated and enjoyed the learning process with this method. Based on these results, it can be concluded that the Make a Match method is effective in optimizing student engagement in learning about Indonesian Archipelago Insight. This method is recommended for regular implementation to increase active participation and student understanding of the subject matter.</p>Rosa BrilianaMuthomimahYuniar Mujiwati
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2025-02-062025-02-0621800809Implementasi Media Pintar Puisi (Permainan Interaktif Ular Tangga Puisi) untuk Pembelajaran Puisi di Kelas X-C
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1357
<p>This study aims to improve poetry learning outcomes of class X-C students at SMA Negeri 2 Malang by implementing the “Pintar Puisi” media in the form of a creative interactive snakes and ladders game specifically designed for kinesthetic learning styles. Through Classroom Action Research conducted in two cycles including planning, implementation, observation, and reflection, data were collected through observation of learning activities, assessment of poetry writing performance, and student response questionnaires to the media. The results showed an increase in students’ enthusiasm and on-task time, accompanied by the development of creativity in the use of diction and figures of speech in poetry writing assignments; in addition, the response questionnaire confirmed that the interactive snakes and ladders game replay approach facilitated the understanding of literary concepts. Thus, the use of “Pintar Puisi” has been proven effective in increasing students’ motivation, creativity, and understanding, especially in the aspects of diction and figures of speech. This media is recommended as an alternative literature learning strategy for kinesthetic students, and can also be further developed and adapted to other levels or subjects to enrich game-based teaching methods.</p>Safira Imro’atul JannahRahutamiAstrid Wangsagirindra Pudjastawa
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2025-02-062025-02-0621810819Peningkatan Keterampilan Menulis Laporan Hasil Diskusi dengan Media Mc Card Peran pada Siswa Kelas IX G SMPN 10 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1358
<p>This study aims to improve the writing skills of discussion reports of class IX G students of SMPN 10 Malang through the use of MC Card Role media in Indonesian language learning. The method used is Classroom Action Research (CAR) model Kemmis and McTaggart which consists of planning, action, observation, and reflection stages. The study was conducted in two cycles. Data were obtained through observation, interviews, documentation, and assessment of students' writing results using a writing assessment rubric. In cycle I, learning used news texts and question tables as discussion stimuli. The results showed low student participation and a lack of connection between the content of the report and the discussion results, with only 33.3% of students achieving the Minimum Completion Criteria (KKM). In cycle II, MC Card Role media was applied which divided students' roles into groups and added a trigger in the form of a social phenomenon video. The implementation of this strategy showed a significant increase in student participation and writing quality. A total of 83.3% of students achieved scores above the KKM, and the class average increased from 75.5 to 87.5. Thus, the use of MC Card Roles has proven effective in improving discussion report writing skills through a collaborative, contextual, and active approach.</p>Sekar AllberlinandaSuryantoroKusiyah
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2025-02-062025-02-0621820829Efektivitas Pelaksanaan Metode Pembelajaran Windows Shopping terhadap Peserta Didik Kelas XI F di SMAN 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1359
<p>This study aims to examine the effectiveness of the application of Windows Shopping learning method on the activeness and learning outcomes of students in class XI F SMAN 2 Malang. The main problem faced in learning is the low active involvement of students and academic scores that have not reached the Minimum Completion Criteria (KKM) standard. The Windows Shopping method is a form of cooperative learning that encourages students to be actively involved in discussions, by moving from one group to another to “shop” for information needed to complete a task. This study used the Classroom Action Research (PTK) approach of the Kemmis and McTaggart model, which consisted of two cycles. Each cycle went through four stages, namely: planning, action implementation, observation, and reflection. Data were collected through observation, test, and documentation techniques. The results showed that the application of the Windows Shopping method was able to increase student activeness in the learning process from 58% in pre-action to 84% at the end of cycle II. The average score of students' learning outcomes also increased from 69 at the pre-action to 82 at the end of cycle II. This finding shows that the Windows Shopping method is effective in improving the quality of learning in class XI F SMAN 2 Malang.</p>Selvi Tiara SariSuciatiDidik IswahyudiLestari Andarwati
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2025-02-062025-02-0621830838Peningkatan Keterampilan Menulis Teks Biografi Berbantuan Video Dokumenter pada Peserta Didik Kelas X-8 SMAN 6 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1360
<p>Writing biographical texts is one of the basic competencies taught in grade X of high school (SMA) under the Independent Curriculum. The purpose of writing biographical texts is to inspire students and emulate the role models used to achieve success, similar to those experienced by prominent figures. The purpose of this study is to describe the application of documentary video media in learning to write biographical texts, improve students' biographical writing skills, and improve students' learning attitudes and motivation towards learning to write biographical texts using the discovery learning model and video media in grade X of SMA Negeri 6 Malang. The research method used in this study was Classroom Action Research (CAR), consisting of two cycles: Cycle I and Cycle II, beginning with a pre-cycle. Cycle I consisted of planning, action, observation, and reflection. Cycle II also consisted of planning, action, observation, and reflection. The results showed an improvement in the learning process of writing biographical texts, changes in student behavior and learning motivation, and an improvement in biographical writing skills. The pre-cycle average class score was 77.4, Cycle I the average class score was 85.2, and Cycle II the average class score was 88.4. This indicates an improvement.</p>Shinta Malikha AzkyatuzzaidiyahHadi WardoyoJekti Wulandari
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2025-02-062025-02-0621839850Peningkatan Hasil Belajar Menggunakan Model Problem Based Learning dengan Metode Think Pair and Share di SMA Negeri 6 Malang pada Kelas X – 3
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1361
<p>This study aims to improve students' learning outcomes and critical thinking skills through the application of the Problem-Based Learning (PBL) model combined with the Think Pair and Share (TPS) method in grade X-3 of SMA Negeri 6 Malang, specifically in Pancasila Education. The background of this study is the low level of student active engagement in learning and the lack of critical thinking skills that impact learning outcomes. This study used the Classroom Action Research (CAR) method with a quantitative approach, implemented in two cycles. Data collection techniques included initial assessments, observations, interviews, and formative tests.</p>Shophian Dealich KlaussiskoYulius Rustan EffendiNatalia Aristina Dewi
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2025-02-062025-02-0621851859Penerapan Kartu Angka Berbasis Culturally Responsive Teaching untuk Meningkatkan Hasil Belajar Siswa
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1362
<p>The basis of this research is the finding of students who are less able to understand the addition material using the number pair method. The purpose of this research is to determine whether the application of number cards can improve student learning outcomes. This study is a type of Classroom Action Research that lasted for three cycles. The subjects of this research were 28 first-grade students at an elementary school in Malang city. In this study, data was obtained through a series of measurements, namely pre-test, post-test, and student observation sheets and activity videos. The form of data used was quantitative and qualitative data, then analyzed using qualitative and quantitative narrative description analysis. The results of this study show an increase in student learning outcomes in each cycle. In the pre-cycle, only 21.42% of students achieved the KKM. In the posttest 1 in cycle 1, it increased to 64.28%. In cycle 2, it increased to 71.42% and 92.85% in cycle 3. This study found that the implementation and use of Culturally Responsive Teaching (CRT)-based number cards in learning activities improved student achievement in mathematics, particularly in addition using the number pair method in grade 1 of elementary schools in Malang City.</p>Siti WilujengNinik Indawati Windra Septi Mulyanti
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2025-02-062025-02-0621860869Peningkatan Kemampuan Menulis Rencana Cita-Cita Menggunakan Kalimat Pengandaian melalui Media Kartu Penjelajah Mimpi pada Siswa Kelas IX E SMP Negeri 10 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1365
<p>This study aims to improve the ability to write a dream plan using conditional sentences in class IX E students of SMP Negeri 10 Malang through the Dream Explorer Card media. This media was developed as a visual and thinking aid that stimulates imagination and encourages students to express ideas systematically. This study is a Classroom Action Research (CAR) conducted in two cycles, each consisting of two meetings, by applying the Problem Based Learning (PBL) learning model. The results of the study showed a significant increase in students' writing skills, both in terms of sentence structure, content, and the use of appropriate conditional sentences. Learning completeness increased from 21.9% in the pre-cycle, to 56.25% in cycle I, and reached 93.75% in cycle II. The Dream Explorer Card media has proven effective in increasing students' motivation, creativity, and logical and imaginative thinking skills in writing activities.</p>SuciartiSuryantoroKusiyah
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2025-02-062025-02-0621870878Penerapan Model Problem Based Learning (PBL) Berbantuan Augmented Reality (AR) untuk Meningkatkan Hasil Belajar IPA Kelas V SDN Bakalan Krajan 1
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1366
<p>This study aims to improve student learning outcomes in science through the application of Problem-Based Learning (PBL) supported by Augmented Reality (AR). The background of this study is the low level of student understanding of abstract concepts in science due to the dominance of lecture methods and a lack of contextual learning experiences. This study used a Classroom Action Research (CAR) approach, implemented in two cycles in a fifth-grade class at Bakalan Krajan 1 Elementary School, Malang City, with 28 students. Each cycle included planning, implementation, observation, and reflection. The results showed an increase in the average student grades from 69.46 in the first cycle to 74.28 in the second cycle, with classical mastery increasing from 60.7% to 82.14%. These findings indicate that the application of AR-assisted PBL is effective in improving student science learning outcomes, particularly in the topic of Natural Resources and Biodiversity</p>Tamammudin IstniDyah TriwahyuningtyasYuyun Setyaningsih
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2025-02-062025-02-0621879889Peningkatan Aktivitas Belajar Siswa melalui Pendekatan Multisensori
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1367
<p>Pancasila is often less than optimal due to conventional learning methods. This results in low student engagement in learning and impacts their lack of understanding of the material. Based on this, an innovative approach is needed to improve student learning activities. The implementation of Classroom Action Research (CAR) was carried out to improve student learning activities through a multisensory approach in learning Pancasila Education on cultural diversity. This study used a qualitative description method using quantitative and comparative analysis techniques. This CAR was conducted in three stages, namely pre-cycle, cycle I, and cycle II. The results showed that in the pre-cycle, the average student learning activity was still lacking, obtained a result of 60.5, and only 8 students (29%) achieved mastery. After the implementation of the multisensory approach in cycle I, the average learning activity increased to 74.2 with 19 students (68%) achieving mastery. In cycle II, the average increased even higher to 85.7 with 26 students (93%) achieving mastery. These results demonstrate that a multisensory approach can significantly enhance student learning activities by accommodating diverse learning styles and increasing their engagement in learning. Therefore, a multisensory approach is recommended as an alternative learning strategy, particularly for materials that require in-depth conceptual understanding through direct experience.</p>Tanti Widi LestariNinik IndawatiWindra Septi Mulyanti
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2025-02-062025-02-0621890898Penerapan Media Fun Thinkers Book untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas IV di SDN Tanjungrejo 2 Malang
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1368
<p>This study aims to describe how the use of Fun Thinkers Book media can improve social studies learning outcomes. This study used a Kemmis & McTaggart research design with a Classroom Action Research (CAR) methodology. The subjects were 28 fourth-grade students at SDN Tanjungrejo 2 Malang. This study was conducted in two cycles, each consisting of two meetings, with stages of planning, implementation, observation, and reflection. Data collection methods were through observation, testing, and documentation. The results showed that fourth-grade students at SDN Tanjungrejo 2 Malang experienced an increase in learning outcomes in social studies content in each cycle. In the first cycle, students achieved a success rate of 64.28%, and in the second cycle, this increased to 82.14%. Based on these results, the use of Fun Thinkers Book media can improve students' social studies learning outcomes. The study was stopped in the second cycle because the learning outcomes had met the researcher's targets.</p>Tasya HanifahI Ketut SuastikaAdna Arum Ambarwati
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2025-02-062025-02-0621899915Penerapan Model Teams Games Tournament untuk Peningkatan Hasil Belajar Siswa Sekolah Dasar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1369
<p>This Research Was Conducted Based On The Low Learning Outcomes Of Students In The Classroom Which Resulted In Low Scores Of Some Students In Pancasila Education Subjects. From This, The Main Purpose Of This Study Is To Analyze The Improvement Of Learning Outcomes Of Grade Iv Students On The Material Of Roles In The School And Community Environment With The Tgt Model Through The Method Of Classroom Action Research (Ptk). Ptk Begins By Analyzing Conventional Learning At The Pre-Cycle Stage Then Providing Treatment Using The Tgt Model In Cycles 1 And 2 By Analyzing The Results Of Each Cycle. Research By Applying The Tgt Learning Model Can Improve Student Learning Outcomes. The Tgt Model Not Only Focuses On Improving Learning Outcomes, But Also Contributes To The Development Of Students' Social And Collaborative Skills. The Interesting And Fun Learning Approach In This Model Makes It Easier For Students To Understand.</p>Tiara Firda CahyaraniFarida Nur KumalaSih Budhi Santioko
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2025-02-062025-02-0621916925Penerapan Model Learning Cycle 5E Berbantuan Media Visual untuk Meningkatkan Keterampilan Berbicara Peserta Didik Kelas II SDN Bakalan Krajan 2
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1370
<p>The low speaking skills of students in Indonesian language lessons are a particular concern, necessitating innovation in the learning process. This classroom action research aims to describe how the application of the 5E Learning Cycle model, aided by visual media, can improve the speaking skills of second-grade students. Twenty-eight second-grade elementary school students were involved as research subjects at Bakalan Krajan 2 Elementary School, Malang City. Observation methods, complemented by an assessment rubric, were used in the data collection process. Data analysis techniques applied in this classroom action research included quantitative and qualitative analysis. The results indicate that the application of the 5E Learning Cycle model with visual media in Indonesian language lessons can improve the speaking skills of second-grade students by 21%. Data obtained increased from an average of 54% in cycle 1 to 75% in cycle 2. Therefore, it can be concluded that the application of the 5E Learning Cycle model with the aid of visual media can improve speaking skills.</p>Yunita Indraswari SantosoNyamik Rahayu SesantiYuli Sri Harini
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2025-02-062025-02-0621926938Pemanfaatan Media Geogebra untuk Meningkatkan Pemahaman Konsep Matematika Materi Bangun Datar
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1371
<p>This study aims to determine the use of GeoGebra media in improving the understanding of mathematical concepts in the material of flat shapes of fifth grade students of SDN Tanjungrejo 4 Malang City. The method used is Classroom Action Research (CAR) model Kemmis and McTaggart with stages of planning, action, observation, and reflection. Data were collected through documentation, observation, and tests using descriptive choice instruments. Data analysis was carried out quantitatively with descriptive statistics. The results showed an increase in the applicability of the media, the average understanding of the concept from 58% (pre-action) to 65% in cycle I and 84% in cycle II. Each indicator of conceptual understanding also increased, such as restating the concept in cycle 1 an average of 62 in cycle 2 increased to 85, classifying objects an average of cycle 1 64 in cycle 2 increased to 85, identifying examples and non-examples an average of cycle 1 66% in cycle 2 increased to 81% and applying concepts in problem solving an average of cycle 1 70% in cycle 2 increased to 85%. This study concludes that GeoGebra media is effective in improving understanding of mathematical concepts. Active student engagement, reflection, and collaborative discussion are crucial factors in successful learning.</p>Yuvike Wahyu NengtiasDwi Agus SetiawanAris Sri Sunarti
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2025-02-062025-02-0621939955Meningkatkan Pemahaman Bangun Ruang melalui Media Augmented Reality di Kelas V
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1372
<p>This research is motivated by the low understanding of fifth grade students on the material of spatial figures, which is caused by the limitations of conventional learning media in facilitating three-dimensional spatial visualization. Students have difficulty imagining the shape of the spatial figure only from two-dimensional images in textbooks, so the learning process becomes less meaningful. To overcome this problem, this study aims to improve the understanding of the concept of spatial figures through the use of Augmented Reality (AR) media. The research was conducted in the form of Classroom Action Research (CAR) with the Kemmis and McTaggart model, which was implemented in two cycles at Kebonsari 2 Elementary School, Malang City with 28 fifth grade students as subjects. Data were collected through written tests (pretest and posttest), observation, and documentation, and analyzed quantitatively and qualitatively. The results of the study showed a significant increase in student understanding, indicated by an increase in the average score from 64.61 (pretest) to 78.21 (cycle I), and 88.61 (cycle II). In addition, the use of AR media encouraged active student involvement, strengthened visualization skills, and created an interactive and <br>enjoyable learning atmosphere. Thus, AR media has proven effective in improving the quality of mathematics learning in elementary school on spatial geometry.</p>Bakhtiar PrayogiCicilia Ika Rahayu NitaSulistyowati
Copyright (c) 2025 Seminar Nasional PPG Unikama
2025-02-062025-02-0621956965Penerapan Model Discovery Learning untuk Meningkatkan Hasil Belajar Peserta Didik Kelas 5 Materi IPAS Berbantuan Media Pembelajaran Argumented Reality (AR)
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1373
<p>This classroom action research aims to improve the learning outcomes of fifth grade students at Bakalan Krajan 1 Elementary School, Malang City, in the science subject, specifically the topic of Regional Cultural Acculturation, through the application of the Discovery Learning model assisted by Augmented Reality (AR). The research was conducted in two cycles, each consisting of planning, implementation, observation, and reflection. In cycle I, the implementation of the Discovery Learning model without AR resulted in an average student score of 69.5 with a classical completion rate of 56%, which did not meet the success criteria of 80% or more. Improvements were made in cycle II by integrating AR media, which allows students to interact visually and contextually with abstract material. The results showed a significant increase, with an average score of 83.3 and a classical completion rate of 81%. AR media has been proven to visualize concepts concretely and increase student active engagement in the learning process. Thus, the AR-assisted Discovery Learning model can be an effective alternative in teaching science and other subjects that require conceptual understanding and active student participation.</p>Fikri HaikalDyah TriwahyuningtyasYuyun Setyaningsih
Copyright (c) 2025 Seminar Nasional PPG Unikama
2025-02-062025-02-0621966976Penerapan Pendekatan Culturally Responsive Teaching (CRT) untuk Meningkatkan Kemampuan Diskusi Peserta Didik Kelas VIII F SMPN 17 Malang pada Materi Wawasan Nusantara
https://conference.unikama.ac.id/artikel/index.php/ppg/article/view/1374
<p>This study aims to improve students' abilities in learning Pancasila Education, especially in the material of the Archipelago Insight, through the application of the Culturally Responsive Teaching (CRT) approach. The problem underlying this study is the low discussion participation of class VIII-F students of SMP Negeri 17 Malang, where only about 55% of students are active in group discussion activities. The CRT approach was chosen because it emphasizes the importance of the connection between teaching materials with cultural backgrounds, life experiences, and communication methods of students, so as to create an inclusive, relevant, and meaningful learning atmosphere. This study is a Classroom Action Research (CAR) carried out in two cycles, each including the planning, implementation, observation, and reflection stages. The research subjects were 32 class VIII-F students. Data collection techniques used discussion participation observation sheets, student response questionnaires, and field notes. The results of the study showed a significant increase in discussion abilities and participation. In cycle I, the discussion participation rate reached 56%, and increased to 81% in cycle II after improvements to the CRT-based learning strategy, such as the use of relevant local topics <br>and the formation of discussion groups that took into account classroom social dynamics. Furthermore, questionnaire results showed that the majority of students felt more confident <br>and motivated during discussions because their personal experiences were considered important to the learning process. Therefore, it can be concluded that the implementation of the Culturally Responsive Teaching approach is effective in improving students' discussion skills in learning about the Indonesian Archipelago. This approach is recommended to be integrated continuously into the learning process to build a participatory discussion space, respect diversity, and strengthen the understanding of national values.</p>Hendri ZatmikoYuniar MujiwatiMuthomimah
Copyright (c) 2025 Seminar Nasional PPG Unikama
2025-02-062025-02-0621977983