PENERAPAN METODE POS-TO-POS UNTUK MENINGKATKAN KEAKTIFAN MURID DALAM PEMBELAJARAN IPS
DOI:
https://doi.org/10.23969/jp.v11i03.59269Keywords:
kinesthetic intelligence, Pos-to-Pos method, student activeness, social studies learning, game based learningAbstract
This study aims to optimize students’ kinesthetic intelligence through the Pos-to-Pos method to increase student activeness in Social Studies (IPS) learning, focusing on financial literacy and community empowerment. The gap between the dominantly kinesthetic learning style of junior high school students and the theoretical demands of IPS content, combined with the reliance on conventional lecturing, has resulted in low physical, verbal, mental, and emotional activeness. The Pos-to-Pos method adapts the tactical procedure of Scout activities into four learning posts: Pasar Transaksi (financial institution role play), Sandi Prioritas (budget and priority-scale management), Aksi Pemberdayaan (community problem-solving project), and Juru Hitung and Refleksi (concept puzzle and self-reflection). This research used a Pre-Experimental One-Group Pretest-Posttest Design involving 32 seventh-grade students with a dominant kinesthetic learning profile. Data were collected through a multiple-choice cognitive test and an observation rubric of student activeness. The average learning activity score increased significantly from 52.34 (quite active) to 78.56 (active), with a t-value of 15.23 (p < 0.01). Posttest results showed that 60% of students successfully achieved the high activity category. The highest increase occurred in the physical dimension (N-gain = 0.72) and the emotional dimension (N-gain = 0.68). Observation data also indicated a marked increase in physical, verbal, mental, and emotional engagement across the four posts. It is concluded that the Pos-to-Pos method is effective in optimizing kinesthetic intelligence and increasing student activeness in IPS learning.
Downloads
References
Amagir, A., Groot, W., van den Brink, H. M., & Wilschut, A. (2018). A review of financial-literacy education programs for children and adolescents. Citizenship, Social and Economics Education, 17(1), 56–80.
Dimyati, & Mudjiono. (2009). Belajar dan Pembelajaran. Jakarta: Rineka Cipta.
Gardner, H. (2013). Multiple Intelligences: Memaksimalkan Potensi dan Kecerdasan Individu dari Masa Kanak-kanak hingga Dewasa. Jakarta: Daras Books.
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74.
Hidayat, R. (2018). Game-based learning: Academic games sebagai metode penunjang pembelajaran kewirausahaan. Buletin Psikologi, 26(2), 71–85.
Hikmawati, C. R., Subroto, W. T., Permatasari, D., & Dayu, K. (2025). Implementasi pendidikan literasi keuangan di sekolah dasar. Didaktika: Jurnal Kependidikan, 14(1), 145–154.
Kusumawati, I. (2012). Pembentukan karakter murid melalui pendidikan kepramukaan. Academy of Education Journal, 3(1). https://doi.org/10.47200/aoej.v3i1.85
Mertayasa, I. W. (2022). Model pembelajaran kooperatif tipe Teams Games Tournament (TGT) berbantuan media mice target board untuk meningkatkan hasil belajar IPS murid kelas VII. Journal of Education Action Research, 6(1), 48–57.
Mu’min, S. A. (2013). Teori perkembangan kognitif Jean Piaget dan implikasinya dalam pembelajaran. Jurnal Al-Ta’dib, 6(1), 89–99.
Ningrum, K. S., & Putri, S. S. R. (2024). Strategi pembelajaran berbasis permainan untuk meningkatkan keaktifan murid dalam mata pelajaran IPS di sekolah dasar. Jurnal Pendidikan dan Pengajaran, 2(9), 272–276.
Otoritas Jasa Keuangan Republik Indonesia. (2024). Strategi Nasional Literasi Keuangan Indonesia (SNLKI) 2024–2029. Jakarta: OJK.
Pardede, S., br Gultom, N. S., & Margareta, E. (2023). Eksplorasi materi literasi keuangan dan penerapannya pada kurikulum Merdeka Belajar tingkat sekolah dasar. NUSANTARA: Jurnal Ilmu Pengetahuan Sosial, 10(10), 4670–4675.
Paul, R., & Elder, L. (2023). Critical thinking: Tools for taking charge of your learning (4th ed.). Lanham, MD: Rowman & Littlefield.
Piaget, J. (1950). The Psychology of Intelligence. London: Routledge & Kegan Paul.
Pitriani, N. W., & Dantes, N. (2024). Game based learning berorientasi Kahoot! meningkatkan motivasi belajar murid kelas VII sekolah dasar. Didaktika: Jurnal Kependidikan, 13(1), 643–650.
Purnama, A. V., Arafat, Y., & Heldayani, E. (2023). Pengaruh metode game based learning (GBL) terhadap hasil belajar IPA energi alternatif di SD Negeri 02 Lahat. Innovative: Journal of Social Science Research, 3(3), 9040–9050.
Putri, D. A., & Taufina, T. (2020). Meningkatkan keaktifan belajar murid melalui model Make a Match di sekolah dasar. Jurnal Basicedu, 4(3), 610–616.
Rapih, S. (2016). Pendidikan literasi keuangan pada anak: Mengapa dan bagaimana? Scholaria: Jurnal Pendidikan dan Kebudayaan, 6(3), 14–28.
Rismawati. (2017). Pengaruh penggunaan model pembelajaran kooperatif tipe Jigsaw terhadap hasil belajar IPS murid kelas IV di sekolah dasar. Pedadidaktika: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 4(2), 218–226.
Rosyada, A., Sabina, R., & Lestari, A. (2024). Peran pendidikan pada pembelajaran IPS dalam membentuk nilai-nilai sosial murid sekolah dasar. Jurnal Ilmiah Penelitian Mahamurid, 2(3), 96–110.
Sardiman, A. M. (2011). Interaksi dan Motivasi Belajar Mengajar. Jakarta: Rajawali Pers.
Septianing, I., Melati, L., Cantika, N. D., & Destiani, W. (2024). Pengaruh penerapan game based learning terhadap motivasi belajar murid sekolah dasar. Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora, 4(1), 94–103.
Sudjana, N. (2009). Penilaian Hasil Proses Belajar Mengajar. Bandung: Remaja Rosdakarya.
Suharto, E. (2014). Membangun Masyarakat Memberdayakan Rakyat. Bandung: Refika Aditama.
Susanto, A. (2014). Pengembangan Pembelajaran IPS di Sekolah Dasar. Jakarta: Prenadamedia Group.
Taroreh, B. S., & Wijaya, M. A. (2020). Program aktivitas fisik manipulatif berbasis kinestetik untuk anak usia 6 tahun. Jurnal Penjakora, 7(1), 1–10.
Ulfa, E. M., Sari, A. F. P., Baryroh, F., Ridlo, Z. R., & Wahyuni, S. (2022). Implementasi game based learning untuk meningkatkan kemampuan literasi dan numerasi murid sekolah dasar. Jurnal Basicedu, 6(6), 9344–9355.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Cambridge, MA: Harvard University Press.
Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh game-based learning terhadap motivasi dan prestasi belajar. Scholaria: Jurnal Pendidikan dan Kebudayaan, 10(3), 198–206.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.