Permainan Edukatif Berbasis Kartu dalam Meningkatkan Minat Belajar IPS Siswa di Sekolah Dasar

Authors

  • Ria Hardina Country of Ria Hardina Yayasan Assyfa Learning Center, Indonesia
https://doi.org/10.61650/jptk.v2i2.260

Keywords:

Permainan edukatif, Pembelajaran IPS, Minat belajar, Kurikulum Merdeka, Siswa SD, Bali

Abstract

Penelitian ini mengeksplorasi pengaruh penggunaan permainan edukatif dalam pembelajaran Ilmu Pengetahuan Sosial (IPS) untuk meningkatkan motivasi belajar siswa sekolah dasar pada Kurikulum Merdeka. Dengan desain penelitian kuantitatif, studi ini menerapkan metode eksperimen pada siswa dari beberapa sekolah dasar, melibatkan peserta yang signifikan. Proses penelitian mencakup penerapan berbagai jenis permainan edukatif, seperti permainan berbasis kartu dan simulasi interaktif, selama periode pembelajaran tertentu. Pengukuran hasil dilakukan melalui survei motivasi dan penilaian keterlibatan siswa sebelum dan sesudah intervensi. Hasil analisis statistik menunjukkan peningkatan signifikan dalam minat belajar siswa setelah penerapan permainan edukatif. Studi ini juga mengidentifikasi bahwa penggunaan permainan edukatif secara efektif meningkatkan interaksi dan partisipasi aktif siswa, dibandingkan dengan metode pengajaran konvensional. Untuk memastikan validitas hasil, kontrol ketat diterapkan pada variabel lain yang berpotensi mempengaruhi, seperti latar belakang sosial ekonomi dan tingkat pendidikan orang tua. Penelitian ini menyimpulkan bahwa integrasi permainan edukatif dalam pembelajaran IPS dapat menjadi alat efektif untuk meningkatkan minat belajar siswa, menawarkan pendekatan yang lebih dinamis dan menyenangkan dibandingkan metode konvensional.

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Published

2024-09-28

How to Cite

Hardina, R. (2024). Permainan Edukatif Berbasis Kartu dalam Meningkatkan Minat Belajar IPS Siswa di Sekolah Dasar. Jurnal Penelitian Tindakan Kelas, 2(2), 67–76. https://doi.org/10.61650/jptk.v2i2.260

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