Meningkatkan Keaktifan Belajar Melalui Metode Permainan Mencari Kartu Pada Peserta Didik

DOI: https://doi.org/10.26618/ddpejr69

Authors

  • Rahmah Universitas Tadulako

learning activity, card-finding game method, active learning

Abstract

Low student learning activity in the classroom often results from monotonous instructional strategies that fail to engage learners physically and mentally, creating a passive and unmotivated learning atmosphere. This study aims to improve student learning activity through the implementation of the card-finding game method as an enjoyable and interactive learning approach. This research employed a Classroom Action Research (CAR) design carried out in two cycles, following the stages of planning, action, observation, and reflection. The subjects of the study were 30 third-grade students of SDN Model Terpadu Madani, consisting of 19 boys and 11 girls. Data were collected through observation and analyzed using descriptive quantitative techniques to calculate student activity percentages based on observation sheets. The results showed a significant improvement in student learning activity from Cycle I to Cycle II, with an overall increase of 63.3%. Additionally, the number of students achieving the "active" category rose from only 16.7% in Cycle I to 80% in Cycle II. These findings indicate that the application of the card-finding game method effectively enhances student participation and learning activity in the classroom.

References

Bate’e, A. K., Laoli, J. D., Dohona, S., & Lase, I. W . (2023). Penerapan Metode Permainan Untuk Meningkatkan Minat Belajar Siswa Sekolah Dasar. Prosiding Conference of Elementary Studies (CES), 46-53

Husna, I. L., & Hardini, A. T. A. (2023). Peningkatan Minat Dan Keaktifan Belajar Peserta Didik Melalui Permainan Dadu Dengan Model Problem Based Learning Kelas 1 SD. eL-Muhbib jurnal pemikiran dan penelitian pendidikan dasar, 7(2), 237-246. https://doi.org/10.52266/el-muhbib.v7i2.1941

Muflichah, & Muwakidah. I. (2018). Peningkatan Perkembangan Kognitif Anak Melalui Model Pembelajaran Teams Games Tournament Dengan Media Balok. Jurnal Pendidikan dan Pembelajaran Anak Usia Dini, 5(2), 138-147. https://doi.org/10.21107/pgpaudtrunojoyo.v5i2.5442

Parnawi, A. (2020). Penelitian Tindakan Kelas (Classroom Action Research). Yogyakarta: Deepublish Publisher.

Prasetyo, A. D., & Abduh, M. (2021). Peningkatan Keaktifan Belajar Siswa Melalui Model Discovery Learning Di Sekolah Dasar. Jurnal Basicedu, 5(4), 1717-1724. https://doi.org/10.31004/basicedu.v5i4.991

Pratomo, I. C., & Herlambang, Y. T. (2021). Urgensi Keluarga Dalam Pendidikan Karakter. Jurnal Pedagogik Pendidikan Dasar, 8(1), 7-15. https://doi.org/10.17509/jppd.v8i1.31206

Rahaju & Hartono, S. R. (2017). Pembelajaran Matematika Berbasis Permainan Monopoli Indonesia. Jurnal Ilmiah Pendidikan Matematika, 2(2), 130-139.

Samadhi, N. N. N., & Riastini, P. N. (2017). Pengaruh pembelajaran quantum berbantuan permainan dalam pembelajaran terhadap keaktifan dan hasil belajar kognitif IPA siswa kelas V. International Journal of Elementary Education, 1(3), 228-237. https://doi.org/10.23887/ijee.v1i3.11888

Sukidal, N., Marlina, D., & Anawati, S. (2022). Meninjau kembali Inovasi dan hakikat Pembelajaran Akidah akhlak. Jurnal An-Nahdhah, 15(1), 23-37.

Syafrianti, A. (2018). Peningkatan Keaktifan Belajar Siswa Melalui Penerapan Model Direct Instruction Berbasis Metode Experimen Pada Materi Listrik Dinamis Di Kelas IX SMPN 2 Aceh Besar. Skripsi. Universitas Islam Negeri Ar-Raniry, Banda Aceh.

Uliyah, A., & Isnawati, Z. (2019). Metode Permainan Edukatif Dalam Pembelajaran Bahasa Arab. Shaut Al Arabiyyah, 7(1), 31-43.

Downloads

Published

2025-11-25

Issue

Section

Articles