PENINGKATAN KEAKTIFAN BELAJAR SISWA MENGGUNAKAN MODEL PJBL BERBANTUAN GAME INTERAKTIF PADA MATERI JARING-JARING BANGUN RUANG KELAS V SDN TERTEK 1 KABUPATEN KEDIRI

  • Danang Pralahardo Universitas PGRI Kanjuruhan Malang
  • Sri Lestari Universitas PGRI Kanjuruhan Malang
  • Farida Nur Kumala Universitas PGRI Kanjuruhan Malang

Abstrak

Based on observations in class V at SDN Tertek 1 and interviews with the teacher in charge of
the class, the researchers obtained data from 24 students in the class, only 4 of them seemed active
during the learning process. That the quality of student activity in learning is still not optimal, it can be
seen from the process of teaching and learning activities, some students only listen without any more
active response and some tend to be busy not following the learning process properly. The method used
in this research is classroom action research, intended to obtain information about the effectiveness of
the Project Based Learning model for increasing student learning activity. The goal to be achieved in
this classroom action research is to find out the effectiveness of the Project Based Learning model
assisted by interactive games in increasing the learning activity of fifth grade students in semester 2 of
SDN Tertek 1 in the 2022/2023 academic year. Data collection methods are carried out by observation,
interviews, and documentation methods. The results obtained show that the use of the Project Based
Learning model assisted by interactive games in increasing the activeness of student learning goes well
with improvements in each cycle and can achieve the research success criteria. In the first cycle students
are immediately given or given a way of learning with the Project Based Learning model, namely by
having students set a project to work on in groups with interactive game competitions and the project
will later become a student product in the learning. After the application of the Project Based Learning
model in the cycle using mathematics subjects, students had not fully reached the completeness criteria
with a score of 75. In the improvement in the 2nd cycle the Project Based Learning model was running
effectively. Data collection techniques used are observation, documentation, and tests. The results of the
pre-cycle research showed that the average result of student activity was 41.53%, while in the first cycle
the percentage was 60.91% and it increased by 82.89% in the second cycle. Thus it can be concluded
that the use of the Project Based Learning model assisted by interactive games can increase the
activeness of student learning in the mathematical content of geometric nets.

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2024-02-13
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