PENGARUH MEDIA PERMAINAN INDUKTIF BERBASIS STEM TERHADAP HASIL BELAJAR IPA DI SDN 1 RARANG TENGAH
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Abstract
This study aims to determine the effect of STEM (Science, Technology, Engineering, and Mathematics)-based inductive game media on the cognitive science learning outcome of fourth-grade students at SDN 1 Rarang Tengah on the topic of States of Matter and Their Changes. This study used a quantitative, quasi-experimental method with a Nonequivalent Posttest-Only Control Group Design. Forty students took part, split evenly between two classes. The 20 students in class IV-A formed the experimental group and learned through STEM-based inductive game media. The 20 students in class IV-B formed the control group and learned through lectures. Data were collected through a multiple-choice test (α= 0.787) and learning implementation observation sheet, and analyzed using and independent samples t-test. The experimental group scored a mean of 85.50 on the post-test, and every student met the minimum mastery criterion of 75 (100% classical mastery). The control group scored a mean of 71.00, and 40% of its students reached mastery. Student activity averaged 84.80% in the experimental group, which falls in the “very active” category, compared with 62.50% in the control group. The hypothesis test yielded p < 0.05 and t-count > t-table, so H0 was rejected. STEM-based inductive game media therefore has significant effect on students’ science learning outcomes
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References
Arifin, Z. (2023). Metodologi penelitian (teori dan implementasi). Semarang: KBM Indonesia.
Arikunto, S. (2013). Prosedur penelitian: Suatu pendekatan praktik. Jakarta: Rineka Cipta.
Arsyad, A. (2014). Media pembelajaran. Jakarta: PT RajaGrafindo Persada.
Asyhar, R. (2012). Kreatif mengembangkan media pembelajaran. Jakarta: Gaung Persada Press.
Badan Standar Nasional Pendidikan. (2006). Standar isi untuk satuan pendidikan dasar dan menengah. Jakarta: BSNP.
Bybee, R. W. (2013). The case for STEM education: Challenges and opportunities. Arlington, VA: NSTA Press.
Darmadi, H. (2011). Metode penelitian pendidikan. Bandung: Alfabeta.
Hariyanti, M. (2018). Pengaruh model pembelajaran learning cycle tipe 7E terhadap keterampilan proses sains (KPS) pada materi organisasi tingkat jaringan peserta didik kelas XI IPA di SMA Gajah Mada Bandar Lampung (Skripsi tidak dipublikasikan). Universitas Islam Negeri Raden Intan Lampung.
Margono. (2004). Metodologi penelitian pendidikan. Jakarta: Rineka Cipta.
Moore, T. J., Glancy, A. W., Tank, K. M., Kersten, J. A., Smith, K. A., & Stohlmann, M. S. (2014). A framework for quality K-12 engineering education: Research and development. Journal of Pre-College Engineering Education Research, 4(1), 1–13.
Piaget, J. (1954). The construction of reality in the child. London: Routledge.
Prince, M. J., & Felder, R. M. (2006). Inductive teaching and learning methods: Definitions, comparisons, and research bases. Journal of Engineering Education, 95(2), 123–138.
Rusman, Kurniawan, D., & Riyana, C. (2012). Pembelajaran berbasis teknologi informasi dan komunikasi: Mengembangkan profesionalitas guru. Jakarta: Rajawali Pers.
Sadiman, A. S., Rahardjo, R., Anung, H., & Rahardjito. (2012). Media pendidikan: Pengertian, pengembangan, dan pemanfaatannya. Jakarta: PT Rajawali Pers.
Sanjaya, W. (2012). Media komunikasi pembelajaran. Jakarta: Kencana Prenada Media Group.
Main Article Content
Abstract
This study aims to determine the effect of STEM (Science, Technology, Engineering, and Mathematics)-based inductive game media on the cognitive science learning outcome of fourth-grade students at SDN 1 Rarang Tengah on the topic of States of Matter and Their Changes. This study used a quantitative, quasi-experimental method with a Nonequivalent Posttest-Only Control Group Design. Forty students took part, split evenly between two classes. The 20 students in class IV-A formed the experimental group and learned through STEM-based inductive game media. The 20 students in class IV-B formed the control group and learned through lectures. Data were collected through a multiple-choice test (α= 0.787) and learning implementation observation sheet, and analyzed using and independent samples t-test. The experimental group scored a mean of 85.50 on the post-test, and every student met the minimum mastery criterion of 75 (100% classical mastery). The control group scored a mean of 71.00, and 40% of its students reached mastery. Student activity averaged 84.80% in the experimental group, which falls in the “very active” category, compared with 62.50% in the control group. The hypothesis test yielded p < 0.05 and t-count > t-table, so H0 was rejected. STEM-based inductive game media therefore has significant effect on students’ science learning outcomes
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
References
Arifin, Z. (2023). Metodologi penelitian (teori dan implementasi). Semarang: KBM Indonesia.
Arikunto, S. (2013). Prosedur penelitian: Suatu pendekatan praktik. Jakarta: Rineka Cipta.
Arsyad, A. (2014). Media pembelajaran. Jakarta: PT RajaGrafindo Persada.
Asyhar, R. (2012). Kreatif mengembangkan media pembelajaran. Jakarta: Gaung Persada Press.
Badan Standar Nasional Pendidikan. (2006). Standar isi untuk satuan pendidikan dasar dan menengah. Jakarta: BSNP.
Bybee, R. W. (2013). The case for STEM education: Challenges and opportunities. Arlington, VA: NSTA Press.
Darmadi, H. (2011). Metode penelitian pendidikan. Bandung: Alfabeta.
Hariyanti, M. (2018). Pengaruh model pembelajaran learning cycle tipe 7E terhadap keterampilan proses sains (KPS) pada materi organisasi tingkat jaringan peserta didik kelas XI IPA di SMA Gajah Mada Bandar Lampung (Skripsi tidak dipublikasikan). Universitas Islam Negeri Raden Intan Lampung.
Margono. (2004). Metodologi penelitian pendidikan. Jakarta: Rineka Cipta.
Moore, T. J., Glancy, A. W., Tank, K. M., Kersten, J. A., Smith, K. A., & Stohlmann, M. S. (2014). A framework for quality K-12 engineering education: Research and development. Journal of Pre-College Engineering Education Research, 4(1), 1–13.
Piaget, J. (1954). The construction of reality in the child. London: Routledge.
Prince, M. J., & Felder, R. M. (2006). Inductive teaching and learning methods: Definitions, comparisons, and research bases. Journal of Engineering Education, 95(2), 123–138.
Rusman, Kurniawan, D., & Riyana, C. (2012). Pembelajaran berbasis teknologi informasi dan komunikasi: Mengembangkan profesionalitas guru. Jakarta: Rajawali Pers.
Sadiman, A. S., Rahardjo, R., Anung, H., & Rahardjito. (2012). Media pendidikan: Pengertian, pengembangan, dan pemanfaatannya. Jakarta: PT Rajawali Pers.
Sanjaya, W. (2012). Media komunikasi pembelajaran. Jakarta: Kencana Prenada Media Group.