Penerapan Media Game Ular Tangga Digital untuk Meningkatkan Hasil Belajar Tematik
DOI:
https://doi.org/10.22219/jp2sd.v8i2.12329Keywords:
digital snakes ladder, learning outcomesAbstract
Kurikulum 2013 lebih menekankan keaktifan peserta didik, namun penerapan pembelajaran masih berpusat pada guru. Salah satu penyebab adalah kurangnya penggunaan media pembelajaran. Oleh sebab itu perlu dilakukan upaya dalam meningkatkan kualitas pembelajaran. Penelitian ini bertujuan untuk meningkatkan hasil belajar dan menumbuhkan keaktifan siswa dengan penggunaan media ular tangga digital. Metode penelitian tindakan kelas digunakan dalam penelitian ini. Subjek penelitian siswa kelas IV berjumlah 35 siswa. Penelitian ini dilakukan dengan 2 siklus, yang terdiri dari perencanaan, pelaksanaan, pengamatan, dan refleksi. Siklus 2 dilakukan, apabila pada siklus 1 belum mencapai indikator keberhasilan pembelajaran. Pengumpulan data dan analisis data dilakukan dari hasil pelaksanaan pembelajaran dan observasi yang dilakukan kolaborator. Hasil penelitian menunjukkan adanya peningkatan hasil belajar dan perubahan sikap dengan penggunaan media game ular tangga digital. Peningkatan tersebut dibuktikan dengan angka rata-rata siklus 1, yaitu 74,42 meningkat menjadi 84,02 pada siklus 2, artinya terjadi peningkatan 9,6. Dengan demikian dapat disimpulkan bahwa media ular tangga digital dapat meningkatkan hasil belajar dan adanya perubahan aktivitas siswa pada proses pembelajaran. Hal ini dapat dikatakan bahwa pembelajaran dengan menggunakan media baik itu ular tangga digital maupun media pembelajaran lainnya dapat mengubah pembelajaran menjadi lebih aktif
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