PENGARUH MODEL PEMBELAJARAN GAMIFICATION TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA PADA MATA PELAJARAN IPAS SEKOLAH DASAR: Studi-Pre-eksperimen pada mata pelajaran IPAS kelas V di SDK Pasundan Purwakarta Tahun Ajaran 2023/2024

Fajar Citra Wibisono, - (2024) PENGARUH MODEL PEMBELAJARAN GAMIFICATION TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA PADA MATA PELAJARAN IPAS SEKOLAH DASAR: Studi-Pre-eksperimen pada mata pelajaran IPAS kelas V di SDK Pasundan Purwakarta Tahun Ajaran 2023/2024. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Kemampuan berpikir kritis pada mata pelajaran IPAS siswa kelas V di SDK Pasunda Purwakarta masih berada di bawah rata-rata. Berdasarkan hasil observasi dan hasil pre-test yang menunjukan nilai rata-rata pre-test 52,3. Dalam upaya peningkatan kemampuan berpikir kritis siswa digunakan model pembelajaran gamification. Model pembelajaran gamification merupakan sebuah model yang menerapkan proses belajar berbasis games. Dalam penelitian ini digunakan metode penelitian one-group atau pre-eksperimen. Berdasarkan hasil yang didapatkan dalam penelitian ini rata-rata kemampuan berpikir kritis peserta didik mengalami peningkatanan menjadi 85,4 berdasarkan hasil nilai Post-test, dapat disimpulkan bahwa model pembelajaran gamification terhadap kemampuan berpikir kritis siswa pada mata pelajaran IPAS dapat meingkatkan kemampuan berpikir kritis siswa kelas V SDK Pasundan Purwakarta. ----- Critical thinking skills in IPAS subjects of grade V students at SDK Pasunda Purwakarta are still below average. Based on the results of observations and pre-test results which showed an average pre-test score of 52.3. In an effort to improve students' critical thinking skills, a gamification learning model was used. The gamification learning model is a model that applies a games-based learning process. In this study, a one-group or pre-experiment research method was used. Based on the results obtained in this study, the average critical thinking ability of students has increased to 85.4 based on the results of the Post-test score, it can be concluded that the gamification learning model to improve students' critical thinking skills in IPAS subjects can improve the critical thinking skills of grade V students of Pasundan Purwakarta Elementary School.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=new_articles&hl=en&imq=FAJAR+CITRA# D. Wahyudin : 5995818 Tiara Yogiarni : 6842275
Uncontrolled Keywords: Model pembelajaran gamification, Berpikir kritis, IPAS, Siswa Sekolah Dasar. ----- Gamification learning model, Critical thinking, IPAS, Elementary school students.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: UPI Kampus Purwakarta > PGSD UPI Kampus Purwakarta
Depositing User: Fajar Citra Wibisono
Date Deposited: 09 Jul 2024 03:48
Last Modified: 09 Jul 2024 03:49
URI: http://repository.upi.edu/id/eprint/118838

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