PENINGKATAN HASIL BELAJAR SISWA PADA PEMBAGIAN MENGGUNAKAN MEDIA PERMAINAN ARCADEMICS DI KELAS IV B SD NEGERI SUNGGUMINASA V

  • Fitriani Universitas Muhammadiyah Makassar
  • Indah Marjan Utami Universitas Muhammadiyah Makassar
  • Sakmariana Universitas Muhammadiyah Makassar
  • Randi Saputra Mahmud Universitas Muhammadiyah Makassar
Keywords: Learning outcomes, Distribution, Arcademics Games.

Abstract

The main problem in this research is how to use arcademics game media to be able to describe the increase in learning outcomes for class IV B students at SD Negeri Sungguminasa V. This research aims to describe the increase in student learning outcomes in divisions using arcademics game media for class IV B students at SD Negeri Sungguminasa V This type of research is classroom action research (Class Action Research) which consists of two cycles where each cycle is carried out in two meetings. Research procedures include planning, implementing actions, observing and reflecting. The subjects in this research were 22 students in class IV B at SD Negeri Sugguminasa V. The results of the research show that: a) cycle I student activities obtained the value obtained from the student evaluation results increased from the value of the pre-test results. A total of 7 students obtained scores with very good criteria, 7 students with fairly good criteria and 8 students with poor criteria. In cycle II there were 10 students who obtained very good criteria scores and 12 students with fairly good criteria. b) increasing learning outcomes in the division of students in cycle I with 22 students or all students, the average percentage of completeness achieved was 63.6% with 14 students having achieved completeness and 8 other students not yet. In cycle II the average percentage of completeness achieved was 100% with 22 students or all students achieving completeness. Based on the results of the research above, it can be concluded that using arcademics game media is able to improve learning outcomes for class IV B students at SDN Sungguminasa V.

References

Arikunto, S. (2011). Prosedur PenelitianTindakan Kelas. Angewandte Chemie International Edition, 6(11), 951–952., 36–37.
Dra. Susanah, M. P. (2008). Matematika dan pendidikan matematika. Universitas Terbuka, 4–5.
Leby, L. N. B., Margo Irianto, D., & Yuniarti, Y. (2023). Analisis Kesulitan Belajar Operasi Hitung Pembagian Matematika Pada Siswa Kelas 3. Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan Dan Hasil Penelitian, 9(1), 41.
Purwandari, A., & Wahyuningtyas, D. T. (2017). Eksperimen model pembelajaran teams games tournament (tgt) berbantuan media keranjang biji-bijian terhadap hasil belajar materi perkalian dan pembagian siswa kelas ii sdn saptorenggo. Jurnal Ilmiah Sekolah Dasar, 1(3), 163–170.
Rahman, A., Munandar, S. A., Fitriani, A., Karlina, Y., & Yumriani. (2022). Pengertian Pendidikan, Ilmu Pendidikan dan Unsur-Unsur Pendidikan. Al Urwatul Wutsqa: Kajian Pendidikan Islam, 2(1), 2–3.
Rifqi, A. H., Predina, S. S., & Rusdianto. (2024). Inovasi Pembelajaran : Exploting Arcademics Digital Games untuk Meningkatkan Literasi dan Numerasi Siswa Sekolah Dasar. Sendikan, Seminar Nasional Pendidikan Dan Pembelajaran, 163.
Sugiarni, R., Septian, A., Juandi, D., & Julaeha, S. (2021). Studi Penelitian Tindakan Kelas: Bagaimana Meningkatkan Pemahaman Matematis pada Siswa? Journal of Instructional Mathematics, 2(1), 26.
Suprijono, & Agus. (2012). Cooperative Learning Teori dan Aplikasi Paikem (Pustaka Belajar).
Wiryana, R., & Alim, J. A. (2023). Permasalahan Pembelajaran Matematika Di Sekolah Dasar. Jurnal Kiprah Pendidikan, 2(3), 272.
Published
2024-09-30
How to Cite
Fitriani, F., Marjan Utami, I., Sakmariana, & Randi Saputra Mahmud. (2024). PENINGKATAN HASIL BELAJAR SISWA PADA PEMBAGIAN MENGGUNAKAN MEDIA PERMAINAN ARCADEMICS DI KELAS IV B SD NEGERI SUNGGUMINASA V. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 10(3), 260 - 268. https://doi.org/10.36989/didaktik.v10i3.4260