<span lang="EN-US">This article presents a systematic literature review (SLR) on blended learning in elementary school science learning. The method used is SLR and PRISMA protocol with the stages of identification, screening, eligibility, inclusion, abstraction, and data analysis assisted by Publish or Perish 7, Mendeley, VOSviewer, and NVIVO 12 Plus applications. The findings in Scopus found 906 articles, and then filtered them according to compatible themes into 54 pieces. The topic findings were blended learning, science learning, elementary school, the concept of blended learning, type of blended learning, the impact of blended learning, flipped learning, flip classroom, distance learning, distance education, active learning, online learning, blended and face-to-face learning, STEM, which were directly and indirectly connected. The 54 articles were analyzed according to the defined topics through NVIVO 12 Plus, and the results were described according to the research questions. The research findings explain that blended learning in elementary school science learning is a mixed learning model with the integration of synchronous-asynchronous technology, information, and communication technology (ICT), technological pedagogical content knowledge (TPACK), multimedia, and Android from planning to evaluation. The most studied type of blended learning is the flipped classroom, with as many as 11 studies. The implementation of blended learning has more positive impacts on students and teachers. Future research needs to explore blended learning in elementary school science learning and what students, teachers, and technological developments need.</span>
Penelitian ini bertujuan untuk mendeskripsikan aktivitas belajar peserta didik dalam proses pembelajaran saintifik yang terintegrasi dengan model make a match dan reward education games serta mendeskripsikan cara menerapkan pembelajaran saintifik yang terintegrasi dengan model make a match dan reward education games. Penelitian ini dilakukan di kelas VI SDN 37 Pontianak Tenggara dengan jumlah 26 siswa pada mata pelajaran IPS. Hasil penelitian menunjukkan bahwa penerapan pendekatan saintifik yang terintegrasi make a match dan reward education games dapat meningkatkan aktivitas belajar siswa kelas VI SD Negeri 37 Pontianak Tenggara. Daya serap siswa terhadap pembelajaran menunjukkan terdapat nilai di atas KKM mencapai 84,6%.
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