PENERAPAN GAME EDUKATIF PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V SD PADA PEMBELAJARAN PENDIDIKAN PANCASILA MATERI AKU DAN LINGKUNGAN SEKITARKU
Keywords:
Educational Puzzle Games, Learning Outcomes, Pancasila Education, Elementary School.Abstract
The classroom action research conducted here aims to improve the learning outcomes of fifth-grade elementary school students in the subject “Pancasila Education” through the use of educational puzzle games. This study employed the “Kemis and McTaggart” model, which consists of the planning, implementation, observation, and reflection stages. The sample used in this study consisted of 27 fifth-grade elementary school students. Data were collected through achievement tests, observations, and documentation. The results of the study indicate that the use of educational puzzle games successfully improved student learning outcomes. The students’ average score increased from 74.07 in the pre-cycle phase to 80.19 in Cycle I, and further increased to 86.85 in Cycle II. The percentage of students meeting the learning mastery criteria also increased from 55.56% in the pre-cycle phase to 66.67% in Cycle I, and reached 88.89% in Cycle II. The results of this study indicate that educational puzzle games can be used as an effective teaching medium to improve students’ learning outcomes in the subject of Pancasila Education.