Pengaruh Model Game Based Learning Berbantuan Media Paper Mode Wayground terhadap HOTS Siswa Kelas V SD

Penulis

DOI:

https://doi.org/10.31603/bedr.16561

Kata Kunci:

Game Based Learning, Higher Order Thinking Skills, Paper Mode

Abstrak

This study aims to examine the effect of implementing the Game Based Learning model supported by an educational game medium, namely Paper Mode based on Wayground, on students’ Higher Order Thinking Skills (HOTS) in IPAS learning. The research employed a quantitative approach with a Pre-Experimental design, specifically the One Group Pretest”“Posttest Design. The sample consisted of 27 fifth-grade students at SD Negeri Karangroto 04. Data were collected through pretest and posttest instruments developed based on HOTS indicators within the cognitive domain, including C4 (analyzing), C5 (evaluating), and C6 (creating).

The results revealed a significant improvement in students’ HOTS after the implementation of the learning model. The average pretest score was 41 with a learning mastery level of 3.7%, while the average posttest score increased to 76 with a mastery level of 70.37%. Furthermore, the Wilcoxon Signed Rank Test showed a significance value of 0.000, which is lower than 0.05, indicating a statistically significant difference between the pretest and posttest results. Therefore, it can be concluded that the Game Based Learning model assisted by Paper Mode based on Wayground is effective in enhancing students’ HOTS in IPAS learning.

Referensi

Alkalah,dkk. (2024). Kreativitas Guru Menggunakan Model Pembelajaran Dalam Meningkatkan Hasil Belajar Siswa. Smart Learning Environments, 1(3), 1–23. https://doi.org/10.1186/s40561-022-00204-y%0A

Fakhri, A. (2023). Kurikulum Merdeka dan Pengembangan Perangkat Pembelajaran : Menjawab Tantangan Sosial dalam Meningkatkan Keterampilan Abad 21. C.E.S (Confrence Of Elementary Studies), 1(1), 32–40.

Fauziana, Kastri Fani, & Rahmiaty. (2021). Analisis Kemampuan Siswa Dalam Menyelesaikan Soal HOTS Pada Pelajaran IPA. Genderang Asa: Journal of Primary Education, 2(2), 66–75. https://doi.org/10.47766/ga.v2i2.165

Hartinah, S., & Susongko, P. (2024). Pengembangan Asesmen Higher Order Thinking Skill ( HOTS ) Pada Mata Pelajaran IPAS Berbasis Model Rasch Tingkat Sekolah Dasar. 3(3), 3849–3866.

Indriyana, N. (2024). Analisis Kemampuan Higher Order Thingking Skills dalam Pembelajaran IPA Kelas V di Sekolah Dasar. Pendidikan Sekolah Dasar, 09, 3659–3669.

Kamila, J. T., Nurnazhiifa, K., Sati, L., & Setiawati, R. (2022). Pengembangan Guru dalam Menghadapi Tantangan Kebijakan Pendidikan di Era Revolusi Industri 4.0. Jurnal Pendidikan Tambusai, 6(2), 10013–10018. https://jptam.org/index.php/jptam/article/view/4008

Kusumaningtyas, A. W., & Yuniawatika, Y. (2024). Pengaruh Wordwall Game-Based Learning terhadap Higher Order Thinking Skils. Metodik Didaktik, 20(1), 62–73. https://doi.org/10.17509/md.v20i1.69910

Pratiwi, Tri Inggi, & Nasution, Ismail Saleh. (2025). Pengaruh Model Snowball Throwing Terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas III di Sanggar Bimbingan Kampung Bharu Malaysia . Jurnal Riset Pendidikan Dasar, 03 (2), 138–146.

Qiftiyah, M. (2023). Muatan HOTS pada Pembelajaran Tematik Materi IPA Kelas 5 Sekolah Dasar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 13(1), 28–38. https://doi.org/10.24246/j.js.2023.v13.i1.p28-38

Sanga, L. D., & Wangdra, Y. (2023, September). Pendidikan adalah faktor penentu daya saing bangsa. In Prosiding Seminar Nasional Ilmu Sosial Dan Teknologi (SNISTEK) (Vol. 5, pp. 84-90). https://Doi.Org/10.33884/Psnistek.V5i.8067

Sundayana, R. (2018). Statistika penelitian pendidikan (4th ed.). Bandung, Indonesia: Alfabeta.

Sugiyono. (2023). Metode penelitian kuantitatif. Bandung, Indonesia: Alfabeta.

Wardani, D. K. (2024). Pengaruh Kemampuan Berpikir Kritis Terhadap Kemampuan Menyelesaikan Masalah Belajar Siswa Sekolah Dasar Pada Pembelajaran IPAS di SDN Gunungsari. Kurawal - Jurnal Teknologi, Informasi Dan Industri, 7(2), 45–59. https://doi.org/10.33479/kurawal.v7i2.1089

Winatha, K. R., & Setiawan, I. M. D. (2022). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198–206. https://doi.org/10.24246/j.js.2020.v10.i3.p198-206

Yuliana, M. I., & Ismiyanti, Y. (2025). Pengaruh Game Based Learning Berbantuan Quizizz Papermode Terhadap Kemampuan Berpikir Kritis Pada Pembelajaran IPAS di Sekolah Dasar. Jurnal Pendidikan Sultan Agung, 5(1), 56. https://doi.org/10.30659/jp-sa.v5i1.43607

Diterbitkan

2026-04-30

Terbitan

Bagian

Articles