Applying the Guess-the-Animal-Name Game Method in the IPAS Subject for Grade 3 at MI Nurul Islam Gedangmas, Randuagung Subdistrict

  • Silfia Aisatun Maisiah UIN KHAS Jember
  • Adinda Shofiatul Hasanah UIN Kiai Haji Achmad Siddiq Jember
  • Muhammad Suwignyo Prayogo UIN Kiai Haji Achmad Siddiq Jember
Keywords: Implementation, Method, Game

Abstract

Learning through game-based methods is a crucial aspect of the learning process because it can create a dynamic learning environment, fostering an enjoyable, serious, and relaxed atmosphere. This research aims to implement the animal name-guessing game method as a teaching strategy in the IPAS subject for 3rd grade students at MI Nurul Islam. This game method is designed to enhance student engagement, reinforce understanding of animal concepts, and create a pleasant learning environment. The research adopts a qualitative approach to understand the phenomena related to the research subject in a natural context. Data sources encompass various types of information obtained by the researcher from the research subjects, who may act as respondents or informants. Data collection techniques include observation and interviews with teachers as the primary method to gather relevant information. Data analysis follows the model described by Miles and Huberman. The findings of this research indicate that the animal name guessing game method can be an effective alternative in improving IPAS learning in 3rd-grade classes at MI Nurul Islam. The implications of this research can serve as a guide for teachers and stakeholders in developing innovative and engaging teaching strategies to enrich students' learning experiences at the elementary education level.

References

Bate’e, Anggelika Kristiani, Jeni derana Laol, Serasti Dohona, and Indah Wijaya Lase. (2023). “Penerapan Metode Permainan Untuk Meningkatkan Minat Belajar Siswa Sekolah Dasar.” C.E.S (Prosiding Conference of Elementary Studies).

Daniel, Stepanus, dan Friska Hasali. (2016). “Penerapan Metode Permainan Terhadap Peningkatan Motivasi Belajar Siswa Kelas 3 Dalam Pembelajaran \Pendidikan Agama Kristen Di SD Kristen Kanaan Tangerang.” REGULA FIDEI: Jurnal Pendidikan Agama Kristen 1(2).

Dkk., Widia Awalia. (2021). Karakteristik Pendidikan Siswa Sekolah Dasar Dan Pendidikan Inklusif. Bogor: Universitas Djuanda.

Febriana, Rina. (2019). Kompetensi Guru. edited by B. S. Fatmawati. Jakarta: Bumi Aksara.

Jufri, Wahab. (2013). Belajar Dan Pembelajaran Sains. Bandung: Penerbit Pustaka Reka Cipta.

Kumala, Farida Nur. (2016). Pembelajaran IPA SD. Malang: Penerbit Ediide Infografika.

Kusuma, Jaka Wijaya, Arifin, Dhanan Abimanto, Hamidah, Yuyun Dwi Haryanti, Ahmad Khoiri, Evi Susanti, Qoidul Khoir,
Ni’ma M. Alhabsyi, and Najamuddin Petta Solong. (2022). Strategi Pembelajaran. edited by Paput Tri Cahyono. Batam: Yayasan Cendikia Mulia Mandiri.

Muharam, Agus, Wina Mustikaati, Adela Fauziah, Intan Fadila, and Salsa Maria. (2023). “Pengaruh Permainan Dalam Pembelajaran IPAS Terhadap Motivasi Belajar Siswa Kelas 4 SDN Cibungur.” Jurnal Sinektik 8(1).

Nurdiana, Dian, dan Andri Suryadi. (2018). “Perancangan Game Budayaku Indonesiaku Menggunakan Metode MDLC.” PETIK : Jurnal Pengabdian Teknik dan Ilmu Komputer 3(2).

Purwanti, Anik, Ratno Abidin, and Naili Sa’ida. (2022). “Upaya Mengembangakan Bahasa Ekspresif Melalui Permainan Tebak Nama Karakter (Hewan) Pada Anak Usia 6-7 Tahub Di SD Negeri 2 Suru Nganjuk.” PEDAGOGI: Jurnal Anak Usia Dini Dan Pendidikan Anak Usia Dini 8(2).

Said, Alamsyah, dan Andi Budimanjaya. (2015). 95 STRATEGI MENGAJAR MULTIPLE INTELLIGENCES Mengajar Sesuai Kerja Otak dan Gaya Belajar Siswa. Jakarta: K E N C A N A.

Sobry Sutikno. (2020). Strategi Pembelajaran. edited by Nurlaeli. Lombok: CV. Adanu Abimata.

Sugiyono. (2014). Metodo Penelitian Pendidikan. Bandung: Alfabeta.
Published
2023-12-31