PENERAPAN MODEL GAME BASED LEARNING BERBANTUAN MEDIA EDPUZZLE UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS V SDN 1 SOPAI

Authors

  • Yeni Tasik PGSD FKIP Universitas Kristen Indonesia Toraja
  • Benyamin Salu PGSD FKIP Universitas Kristen Indonesia Toraja
  • Roberto Salu Situru PGSD FKIP Universitas Kristen Indonesia Toraja

DOI:

https://doi.org/10.23969/jp.v11i1.42256

Keywords:

edpuzzle, game based learning, learning outcomes

Abstract

Studies for fifth-grade students at SDN 1 Sopai through the implementation of a Game Based Learning model assisted by Edpuzzle media. The research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection stages. The study was conducted in two cycles involving 15 students as research subjects. Data collection techniques included learning outcome tests, observations of teacher and student activities, and documentation. Data were analyzed using both quantitative and qualitative approaches. The results showed that the implementation of the Game-Based Learning model assisted by Edpuzzle media effectively improved students’ IPAS learning outcomes. This improvement was indicated by an increase in the mastery learning percentage from 40% in the pre-cycle to 46.67% in Cycle I and further increased to 80% in Cycle II. In addition, students’ learning motivation and active participation during the learning process also improved. Therefore, it can be concluded that the Game-Based Learning model assisted by Edpuzzle media is effective in improving IPAS learning outcomes for elementary school students.

Downloads

Download data is not yet available.

References

Amaliah, A. (2020). Pemanfaatan Edpuzzle sebagai media pembelajaran interaktif. Jakarta: Prenadamedia Group.

Anis, H. (2024). Pengaruh motivasi belajar terhadap hasil belajar siswa sekolah dasar. Jurnal Pendidikan Dasar, 15(2), 120–130.

Arikunto, S., Suhardjono, & Supardi. (2021). Penelitian tindakan kelas. Jakarta: Bumi Aksara.

Aziimah, N., & Ammar, M. (2024). Pengaruh penggunaan Edpuzzle terhadap hasil belajar siswa. Jurnal Teknologi Pendidikan, 9(1), 45–54.

Denada, V., Gesta, L., Rozi, M. F., Syafitri, A., Makarim, A. M., Khoirunnisa, & Risdalina. (2024). Problematika pembelajaran IPAS dalam Kurikulum Merdeka. Jurnal Inovasi, Evaluasi, dan Pengembangan Pembelajaran, 4(2), 310–315.

Fiqriah, L. (2025). Game based learning sebagai strategi pembelajaran inovatif. Jurnal Inovasi Pendidikan, 11(1), 33–42.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Kemendikbudristek. (2022). Panduan implementasi Kurikulum Merdeka. Jakarta: Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Maivina, R., & Mustika, D. (2024). Penerapan game based learning terhadap hasil belajar IPAS siswa sekolah dasar. Jurnal Pendidikan IPAS, 6(2), 98–107.

Maivina, R., & Mustika, D. (2025). Penerapan model game based learning (GBL) untuk meningkatkan hasil belajar IPAS siswa kelas V di SDN 008 Sukaraja, Kuantan Singingi. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 11(3).

Maria, M., Sunandar, A., & Rahayu, H. M. (2025). Development of Edpuzzle-based interactive learning media on classification of living things class VII. Jurnal Penelitian Pendidikan IPA, 11(3), 501–508.

Nainggolan, J. R. B., Sinaga, R., Tarigan, P. S., Lumban Gaol, R., & Simarmata, E. J. (2026). Pengaruh model pembelajaran game based learning (GBL) terhadap motivasi belajar siswa kelas IV di SD Santo Ignatius. Jurnal Ilmiah Aquinas, 9(1), 7–12.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.

Sholikhah, M., Rahmawati, D., & Pratama, A. (2023). Penggunaan media video interaktif berbasis Edpuzzle dalam meningkatkan pemahaman konsep siswa. Jurnal Teknologi Pembelajaran, 8(2), 101–110.

Sugiarto, S. R. N., Hatim, M., & Suryani, I. (2025). Implementasi penggunaan Edpuzzle dalam meningkatkan hasil belajar siswa pada pembelajaran IPAS menggunakan model personalized learning. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(3).

Susanto, A. (2019). Teori belajar dan pembelajaran di sekolah dasar. Jakarta: Kencana.

Tshering, K., Wangchuk, K., Dorji, N., & Dema, K. (2022). Use of Edpuzzle learning videos for class 9 biology and its impact on academic performance. International Research Journal of Science, 2(4), 12–19.

Wulandari, D., & Hasim, A. (2025). Pengaruh game based learning terhadap hasil belajar siswa sekolah dasar. Jurnal Pendidikan Dasar, 16(1), 55–64.

Downloads

Published

2026-01-03