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M. Zaenurrozikin; Iklil Majid Mudhofar; Hilmi Manbaul Hikam; Khoiriyah Muzakki; Erma Fatmawati +1 more

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Learning Social Sciences (IPS) in Indonesia is still dominated by conventional methods based on memorization, so students often have difficulty connecting material with real life. Various studies have proposed learning innovations, but their implementation is still limited and poorly evaluated in the context of Merdeka Belajar. This research focuses on the implementation of social studies learning innovations at SDS Islam Ulul Albab which combines the role play method, the Teams Games Tournament (TGT) type cooperative learning model, and the use of audiovisual technology through Smart TV. The purpose of this study is to analyze the effectiveness of innovative methods in improving students' conceptual understanding without having to memorize. Using a qualitative approach with a field research method, data was collected through observation, interviews, and document analysis. The results showed that the role-playing method helped students understand social studies material through hands-on experience, while the TGT model increased students' participation and learning motivation through fun academic competition. In addition, the use of audiovisuals provides a more interesting learning experience and makes it easier for students to understand abstract social studies concepts. In conclusion, this learning innovation is effective in improving students' understanding conceptually, aligns with the principles of Merdeka Belajar, and has the potential to become a learning model that can be used to improve students' understanding of social studies.    

Adenita Faradilla; Ribut Prastiwi Sriwijayanti; Ani Anjarwati; Ludfi Arya Wardana

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the low learning outcomes of Mathematics of class IV C students at SDN Sukabumi 2 Kota Probolinggo, especially in understanding the concept of multiplication. Difficulty in memorizing multiplication causes low motivation and student participation. This study aims to improve learning outcomes through educational game media Wordwall with the Teams Games Tournament (TGT) model. The method used is Classroom Action Research (CAR) in two cycles with qualitative and quantitative approaches. The subjects of the study consisted of 23 students. The results showed that in the pre-cycle with a class average of only 60.17%. After the implementation of the Wordwall TGT model, the completion rate increased to 72.82% in cycle I, although it was still below the target of 80%, due to lack of student discipline. In cycle II, the completion rate reached 83.56%, with increased student involvement and discipline in participating in learning. Thus, the implementation of Wordwall  with TGT has proven effective in improving the learning outcomes of class IV C students at SDN Sukabumi 2 Kota Probolinggo.