Penerapan Problem Based Learning Berbasis Game Puzzle untuk Meningkatkan Keaktifan Siswa SMK pada Mata Pelajaran Pendidikan Pancasila
DOI:
https://doi.org/10.24114/jgk.v10.i4.76504Keywords:
Game Puzzle, Keaktifan Siswa, Pendidikan Pancasila, Problem Based Learning, Sekolah Menengah KejuruanAbstract
Rendahnya keaktifan siswa dalam pembelajaran Pendidikan Pancasila yang masih didominasi metode ceramah menjadi latar belakang penelitian ini. Penelitian bertujuan meningkatkan keaktifan siswa melalui penerapan model Problem Based Learning berbasis game puzzle. Penelitian ini merupakan Penelitian Tindakan Kelas model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus melalui tahapan perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah 36 siswa kelas X Farmasi 3 SMK Negeri 5 Kota Tangerang Selatan pada semester genap tahun ajaran 2025/2026, yaitu Mei–Juni 2026. Data dikumpulkan melalui observasi, wawancara, angket, tes, dan dokumentasi, kemudian dianalisis secara deskriptif kuantitatif dalam bentuk persentase dan deskriptif kualitatif. Hasil penelitian menunjukkan bahwa rata-rata keaktifan siswa meningkat dari 67,5% pada Siklus I menjadi 82,5% pada Siklus II, sedangkan aktivitas pendidik meningkat dari 70% menjadi 77%. Nilai rata-rata siswa naik dari 67 menjadi 78, dan ketuntasan klasikal naik dari 55,56% menjadi 86,11%. Respons positif siswa mencapai 86%–90%. Dengan demikian, penerapan Problem Based Learning berbasis game puzzle dapat meningkatkan keaktifan dan hasil belajar siswa. Guru disarankan memadukan game puzzle ke dalam sintaks PBL, sedangkan penelitian selanjutnya perlu menggunakan kelas pembanding dan uji statistik inferensial.
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