Abstract
Learning Indonesian language, particularly imperative sentences, requires students to understand the characteristics and use of sentences in meaningful and contextual situations. However, the learning process in fifth grade at SDN 01 Taman Kota Madiun showed that students' learning outcomes on imperative sentences were still low, with many students unable to achieve the Minimum Mastery Criterion (MMC) of 75. This study aimed to improve the learning outcomes of fifth-grade students on the topic of imperative sentences through the implementation of the Problem-Based Learning (PBL) model assisted by digital comic media. The study was motivated by the low learning outcomes of students, as indicated by the large number who had not achieved the Minimum Mastery Criterion (MMC) of 75. This research employed a Classroom Action Research (CAR) design based on the Kemmis and McTaggart model, conducted in two cycles consisting of planning, implementation, observation, and reflection. The participants were 28 fifth-grade students at SDN 01 Taman Kota Madiun. Data were collected through learning achievement tests, observations, and documentation, and were analyzed using descriptive quantitative methods. The findings revealed a consistent improvement in students' learning outcomes across the research cycles. In the pre-cycle, 10 students (35.71%) achieved mastery with an average score of 60.71. After implementing the PBL model assisted by digital comic media in Cycle I, the number of students achieving mastery increased to 15 (53.57%) with an average score of 72.14. In Cycle II, learning mastery significantly improved to 23 students (82.14%) with an average score of 85.11. These findings indicate that the implementation of the PBL model assisted by digital comic media effectively improved students' learning outcomes. The novelty of this study lies in the integration of digital comics as contextual problem triggers that encourage students' active engagement in problem-solving activities during Indonesian language learning in elementary school, while also contributing to the development of innovative digital media-based learning.