Penerapan Model Team Games Berbasis Bingo Silaku dalam Materi Mengenal Pancasila sebagai Upaya Meningkatkan Hasil Belajar Siswa

  • Milenia Nanda Katika Universitas PGRI Kanjuruhan Malang
  • Sri Rahayu Universitas PGRI Kanjuruhan Malang
  • Indra Wahyuny Universitas PGRI Kanjuruhan Malang

Abstrak

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.

Diterbitkan
2025-02-06
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