Penerapan PENERAPAN MODEL PEMBELAJARAN JIGSAW BERBASIS GAME LEARNING UNTUK MENINGKATKAN PEMAHAMAN SISWA KELAS 4 SDN GENTENG DALAM MATERI KONVERSI JARAK DAN VOLUME

Authors

  • siti sara fauziah Universitas Nusa Putra
  • Siti kayla nurazlia Universitas Nusa Putra
  • Harindi Hasnawa Universitas Nusa Putra
  • Rinaldi Yusup, M.Pd Universitas Nusa Putra

DOI:

https://doi.org/10.23969/jp.v10i02.27986

Keywords:

Jigsaw Learning, Game Based Learning, unit conversation

Abstract

This study aims to examine the effectiveness of implementing the Jigsaw learning model integrated with game-based learning to improve the understanding of fourth-grade students at SDN Genteng in the topic of distance and volume conversion. The research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects were 23 fourth-grade students in the even semester of the 2024/2025 academic year. Data collection instruments included evaluation tests and motivation questionnaires. The findings revealed a significant improvement in students’ conceptual understanding from the first to the second cycle, with the percentage of students achieving mastery increasing from 47.83% to 69.57%. Meanwhile, the number of students who had not yet understood the material decreased from 43.48% to 17.39%. The integration of the Jigsaw model and snake-and-ladder game successfully increased students’ motivation, interest, and active participation in learning activities. Therefore, this model can serve as an alternative learning strategy that is both enjoyable and effective in enhancing students' mathematical understanding at the elementary school level.

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Published

2025-07-11