Improvement of Learning Outcomes Through A Culturally Responsive Teaching (CRT) Approach Based on Media Science Adventure Board Game in Grade IV Elementary School Students
Keywords:
Culturally Responsive Teaching, Science Adventure Board Game, learning outcomesAbstract
This classroom action research was motivated by low learning outcomes and limited student engagement in Science and Social Studies (IPAS) learning among fourth-grade students. This study aimed to improve students' learning outcomes through the implementation of the Culturally Responsive Teaching (CRT) approach supported by the Science Adventure Board Game. The study employed a classroom action research design conducted in two cycles, with each cycle consisting of planning, action, observation, and reflection. The participants were fourth-grade students at SD N Muktiharjo Kidul 02. Data were collected through learning outcome tests, observations, and interviews, and analyzed using quantitative and descriptive qualitative techniques. The results showed an improvement in students' learning outcomes from the Pre-Cycle, with an average score of 70.54 and 32% classical mastery, to an average score of 80.36 with 71% mastery in Cycle I, and further increased to an average score of 90.18 with 89% mastery in Cycle II. The implementation of CRT supported by the Science Adventure Board Game created a more contextual, interactive, and engaging learning experience. Therefore, this approach can serve as an alternative strategy for improving students' IPAS learning outcomes.
References
Alfatonah, I. N. A., Kisda, Y. V., Septarina, A., Ravika, A., & Jadidah, I. T. (2023). Kesulitan Belajar Peserta Didik pada Mata Pelajaran IPAS Kurikulum Merdeka Kelas IV. Jurnal Basicedu, 7(6), 3397–3405. https://doi.org/10.31004/basicedu.v7i6.6372
Ramadani, S. A. P., Astutik, N. W. D., Sukarno, & Nugroho, A. S. (2024). Penerapan Culturally Responsive Teaching (CRT) untuk Meningkatkan Hasil Belajar IPAS di Sekolah Dasar. Social, Humanities, and Educational Studies, 7(4), 751–755. https://doi.org/10.20961/shes.v7i4.97204
Anggraeni, D. N., & Yulianti. (2024). Peningkatan Hasil Belajar Muatan IPAS Kelas IV melalui Model Pembelajaran Team-Games-Tournament ( TGT ) Berbantuan Media Boardgame. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4, 1106–1112. https://doi.org/https://doi.org/10.53299/jppi.v4i3.577
Saputra, W. A., & Wahyana, A. (2025). Penerapan Pendekatan Culturally Responsive Teaching dan Model Problem Based Learning untuk Meningkatkan Hasil Belajar Materi Pecahan. Jurnal Ilmiah Pembelajaran Sekolah Dasar, 7(1), 38–47.
Arikunto, S. (2021). Penelitian Tindakan Kelas (Revisi). PT. Bumi Aksara.
Astiti, Y. N., & Rosyada, P. B. (2025). Penggunaan Media Board Game Ular Tangga dalam Pembelajaran IPAS Sekolah Dasar. Pendas : Jurnal Ilmiah Pendidikan Dasar, 09(01). https://doi.org/10.23969/jp.v10i01.24662
Audina, N., Marlia, A., & Jenita, Y. L. (2026). Peningkatan Hasil Belajar IPAS Menggunakan Media Pembelajaran Board Game Kelas V / B UPT SDN 05 Pasar Muara Labuh. Jurnal Pendidikan Widyaswara Indonesia, 3(3), 876–886. https://doi.org/10.63879/jpwi.v3i3.374
Darmo, B., Tashya, A., & Wardhani, A. (2022). Board Game Sebagai Media Edukasi Pembelajaran Mengenai Kedisiplinan dan Tanggung Jawab untuk Anak. Jurnal Visual, 18(1), 16–27.
Hidayatullah, S. A. ., & Gunansyah, G. (2026). Pengembangan Board Game Ekspedisi Flora & Fauna ( Eflona ) Berbantuan Flashcard untuk Meningkatkan Hasil Belajar Siswa Kelas V Sekolah Dasar. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 14(2), 472–484.
Lasmiasih, Yanuarto, W. N. & Purwani. (2025). Improving Students Mathematics Learning Achievement Through a Culturally Responsive Teaching Approach Supported by Spinner Media. Indonesian Journal of Mathematics education, 8(1), 50–56.
Masfiastutik, S., Roosyanti, A., & Susanti, R. (2024). Penerapan Pendekatan CRT pada Materi Pecahan untuk Meningkatkan Hasil Belajar Siswa Kelas II SD. Journal of Science and Education Research, 3(2). https://doi.org/10.62759/jser.v3i2.134
Nafiati, D. A. (2021). Revisi taksonomi Bloom : Kognitif , afektif , dan psikomotorik. Humanika: Kajian Ilmiah Mata Kuliah Umum, 21(2), 151–172. https://doi.org/10.21831/hum.v21i2.29252.
Naimah, J., Winarni, D. S., & Widiyawati, Y. (2019). Pengembangan Game Edukasi Science Adventure untuk Meningkatkan Keterampilan Pemecahan Masalah Siswa. Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education), 7(2), 91–100. https://doi.org/10.24815/jpsi.v7i2.14462
Nurjanah, N. E., & Mukarromah, T. T. (2021). Pembelajaran Berbasis Media Digital pada Anak Usia Dini di Era Revolusi Industri 4.0 : Studi Literatur. Jurnal Ilmiah Potensia, 6(1), 66–77.
Oktavia, A. D., & Wulandari, D. (2026). Pengembangan Media Pembelajaran IPAS Board Game Genercha untuk Meningkatkan Hasil Belajar Peserta Didik. Jurnal Muara Pendidikan, 11(1), 94–104. https://doi.org/10.52060/mp.v11i1.3991
Putri, V. A. (2024). Peningkatan Hasil Belajar Bahasa Indonesia Melalui Penerapan Pendekatan Culturally Respon Teaching. Prosiding Seminar nasional PPG Universitas Mulawarman, 5, 9–13.
Rusmono. (2017). Strategi Pembelajaran dengan Problem Based Learning (2nd ed.). Pt Yudhistira Ghalia.
Safitri, N. W. D., Lestari, S., & Tryanasari, D. (2024). Pengaruh Pembelajaran Berbasis Culturally Responsive Teaching ( CRT ) Terhadap Keterampilan Berpikir Kritis Siswa Kelas Iv Sekolah Dasar. Prosiding Konferensi Ilmiah Dasar, 5.
Safitri, W. C. D. (2020). Pengembangan media board game untuk pembelajaran tematik di sekolah dasar. JINoP (Jurnal Inovasi Pembelajaran), 6(2), 181–190. https://doi.org/10.22219/jinop.v6i2.8186
Sugih, S. N., Maula, L. H., & Nurmeta, I. K. (2023). Implementasi Kurikulum Merdeka dalam Pembelajaran IPAS di Sekolah Dasar. Jurnal Pendidikan Dasar Flobamorata, 4((2)), 599–603. https://doi.org/10.51494/jpdf.v4i2.952
Willenda, Z., Yantoro, Misnawati, & Basyir. (2024). Meningkatkan Motivasi Belajar Melalui Penerapan Culturally Responsive Teaching Dalam Pembelajaran. Al-Qalam : Jurnal Kajian Islam Dan Pendidikan, 16(1), 72–81. https://doi.org/10.47435/al-qalam.v16i1.2948









