Pengaruh Media KUBITA-SIPA Berbasis Kinestetik dan Gamifikasi terhadap Hasil Belajar Siklus Air Siswa Kelas V SD Muhammadiyah 4 Surabaya

Salsabila, Tsabita (2026) Pengaruh Media KUBITA-SIPA Berbasis Kinestetik dan Gamifikasi terhadap Hasil Belajar Siklus Air Siswa Kelas V SD Muhammadiyah 4 Surabaya. Undergraduate thesis, Universitas Muhammadiyah Surabaya.

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Abstract

Pembelajaran IPA pada materi siklus air di sekolah dasar sering mengalami kendala karena sifatnya yang abstrak dan banyak memuat istilah ilmiah. Penelitian ini bertujuan untuk mengetahui pengaruh media KUBITA-SIPA (Kubus Interaktif Sains IPA) berbasis kinestetik dan gamifikasi terhadap hasil belajar siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pra-eksperimen tipe one group pretest–posttest. Subjek penelitian terdiri atas 24 siswa kelas V-C SD Muhammadiyah 4 Surabaya. Teknik pengumpulan data menggunakan tes berupa pretest dan posttest, sedangkan analisis data dilakukan melalui statistik deskriptif, uji normalitas, dan uji hipotesis menggunakan paired sample t-test. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 58,33 dan meningkat menjadi 81,25 pada posttest. Uji hipotesis menunjukkan nilai signifikansi < 0,001 (< 0,05), yang berarti terdapat perbedaan yang signifikan antara hasil belajar sebelum dan sesudah perlakuan. Dengan demikian, dapat disimpulkan bahwa media KUBITA-SIPA berpengaruh signifikan terhadap peningkatan hasil belajar konsep siklus air.

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Science learning on the water cycle topic in elementary schools often faces difficulties due to its abstract nature and the use of many scientific terms. This study aimed to examine the effect of the KUBITA-SIPA (Interactive Science Cube) media based on kinesthetic activities and gamification on students’ learning outcomes. This research employed a quantitative approach with a pre-experimental one-group pretest–posttest design. The subjects were 24 fifth-grade students of SD Muhammadiyah 4 Surabaya. Data were collected through pretest and posttest and analyzed using descriptive statistics, normality tests, and a paired sample t-test.
The results showed that the mean pretest score was 58,33, which increased to 81.25 in the posttest. The hypothesis testing revealed a significance value of < 0.001 (< 0.05), indicating a significant difference in students’ learning outcomes before and after the treatment. Therefore, it can be concluded that the KUBITA-SIPA media has a significant effect on learning outcomes of the water cycle concept.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Media Pembelajaran, KUBITA-SIPA, Kubus Interaktif, Kinestetik, Gamifikasi, Hasil Belajar, Siklus Air, Learning Media, KUBITA-SIPA, Interactive Cubes, Kinesthetic, Gamification, Learning Out
Subjects: G Geography. Anthropology. Recreation > GB Physical geography
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: 06. Fakultas Pendidikan, Komunikasi dan Sains > Pendidikan Guru SD
Depositing User: Tsabita Salsabila
Date Deposited: 17 Oct 2026 07:04
Last Modified: 17 Oct 2026 07:04
URI: https://repository.um-surabaya.ac.id/id/eprint/15152

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