Peningkatan Hasil Belajar Pendidikan Pancasila Siswa Kelas IV SD Negeri 4 Menteng melalui Integrasi Culturally Responsive Teaching, Teams Games Tournament, dan Open the Box
Improving Fourth-Grade Students’ Pancasila Education Learning Outcomes at SD Negeri 4 Menteng through the Integration of Culturally Responsive Teaching, Teams Games Tournament, and Open the Box
DOI:
https://doi.org/10.58230/ayg5pf37Keywords:
Pancasila Education, learning outcomes, Team Games Tournament, Culturally Responsive Teaching, Open The BoxAbstract
Pembelajaran Pendidikan Pancasila memerlukan strategi yang menghubungkan pemahaman konsep dengan pengalaman kerja sama yang relevan bagi siswa. Penelitian ini bertujuan mendeskripsikan peningkatan hasil belajar materi gotong royong melalui integrasi model Teams Games Tournament (TGT), pendekatan Culturally Responsive Teaching (CRT), dan media Open the Box pada siswa kelas IV SD Negeri 4 Menteng, Kota Palangka Raya. Penelitian tindakan kelas dilaksanakan dalam dua siklus yang mencakup perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian berjumlah 30 siswa pada semester genap tahun ajaran 2025/2026. Data diperoleh melalui tes hasil belajar, observasi aktivitas pembelajaran, dan dokumentasi, kemudian dianalisis secara deskriptif kuantitatif dan kualitatif. Ketuntasan individual ditetapkan pada nilai minimal 70, sedangkan keberhasilan tindakan ditetapkan apabila sekurang-kurangnya 80% siswa mencapai ketuntasan. Jumlah siswa tuntas meningkat dari 9 siswa (30,00%) pada pra-siklus menjadi 16 siswa (53,33%) pada siklus I dan 26 siswa (86,67%) pada siklus II. Nilai rata-rata meningkat dari 59,3 pada pra-siklus menjadi 68,3 pada siklus I dan 80,3 pada siklus II. Perubahan ketuntasan mencapai 56,67 poin persentase. Observasi menunjukkan kecenderungan peningkatan partisipasi, antusiasme, dan kerja sama, meskipun belum didukung skor pengamatan terstandardisasi. Tindakan terintegrasi tersebut memenuhi indikator keberhasilan klasikal. Relevansi budaya, struktur interaksi kelompok, dan kegiatan permainan akademik memberikan kerangka untuk memahami perubahan pembelajaran. Temuan dibatasi oleh desain tanpa kelompok pembanding sehingga kontribusi setiap komponen tindakan belum dapat dipisahkan.
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