Increasing of Learning Activeness Through Problem Based Learning Models Aided by Digital Snakes and Ladders Game in 4th Grade Students

Authors

  • Devi Anggraini Novitasari Sarjanawiyata Tamansiswa University
  • Ayu Rahayu Universitas Sarjanawiyata Tamansiswa
  • Yustina Pertiwi Darmawanti SDN Karanganyar
  • Mugi Rahayu SDN Karanganyar

Keywords:

active learning, PBL learning model, snake and ladder game

Abstract

The ideal social science learning is learning that is able to provide assistance to students to be able to understand the concept of knowledge that is able to have an impact on student learning outcomes. one of the factors that has an impact on students' understanding and learning outcomes is their activeness while participating in learning. The purpose of this study was to increase the learning activity of fourth grade students through the application of a problem-based learning model assisted by digital snakes and ladders game media. Collaborative classroom action research conducted using the Kemiis and Mc. Taggart with the following research steps; planning, action, observation, and reflection. The subjects in this study were 16 students consisting of 9 male students and 7 female students. Data collection was carried out by using observation and evaluation sheets. The data analysis technique used is descriptive quantitative and qualitative. Based on the research results show below; 1) the average score was 43.1 or around 68.9% of the maximum total score, 2) in the second cycle the results obtained were an average score of 51.9 with a percentage of 82%, in this second cycle all students have achieved active learning in the high category .
This is proof that the application of the problem-based learning model assisted by the digital snakes and ladders game is able to increase the active learning of students, especially in the content of social science lessons.

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Published

2023-08-13