Implementation of the PBL Learning Model Assisted by the Digital Game Greasy Pole Climbing to Improve the Cognitive Learning Outcomes of 3rd Grade Elementary School Students in Learning Pendidikan Pancasila
DOI:
https://doi.org/10.58737/jpled.v6i3.1825Keywords:
Problem-Based Learning, Digital Game, Greasy Pole Climbing, Pancasila EducationAbstract
The delivery of material that is still rote without being balanced with the use of interactive learning media and the placement of an ineffective learning schedule are the causes of low cognitive learning outcomes of students in Pancasila Education learning in class 3A SDN Gadang 1 Malang City. This study aims to improve the cognitive learning outcomes of class 3A students in Pancasila Education learning through the application of the Problem Based Learning (PBL) model assisted by the digital game Greasy Pole Climbing. This study uses the Classroom Action Research (CAR) method of the Kemmis and McTaggart model which is implemented in two cycles, including the planning stage, action implementation, observation, and reflection. The research subjects were 26 students of class III SDN Gadang 1 Malang City. The research data were obtained through learning outcome tests and then analyzed descriptively quantitatively and qualitatively. The results of the study showed an increase in students' cognitive learning outcomes in each cycle. The average learning outcome increased from 45 in the initial condition to 74.23 in cycle I and 89.42 in cycle II. The overall learning completion percentage also increased from 15.38% in the initial condition to 57.69% in cycle I and 88.46% in cycle II. The results of the study indicate that the implementation of the Problem Based Learning (PBL) model assisted by the digital game Greasy Pole Climbing can improve the cognitive learning outcomes of third-grade students in Pancasila Education learning.
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