The background of this research is the students get difficulties in remembering and understanding the role of the figures that fought for Indonesia independence that is caused by the sequence events happened in the very beginning of the time period. Based on the rationale above, this research aimed to describe the improvement of the teacher's activities during the implementation of puzzle as a media to improve students' learning outcomes, to describe the students' learning achievement after the implementation of puzzle media, to describe the students' responses during the teaching and learning process when the puzzle media is applied. This study used classroom action research. Carried through three cycles and each cycle consisting of planning, implementation and observation, and reflection. Subjects in this study were the fiifth grade of SDN Candirejo II/173 Loceret-Nganjuk. The data collection techniques used in this research were observation sheet (teacher and students), students' score in the test, and questionnaire about the students' responses. The analysis techniques to data compiled the form of qualitative and quantitative. The result shows that on the first cycle, the percentage of the success of the teacher and the students' activities is 78,13% and 71,43%. In addition, the classical success of the class is 60% with the mean of the class of 66. The results got improve on the second cycle in which the percentage of the success of the teacher and the students' activities is 87,5% and 78,57%. Moreover, the classical success of the class is 70% with the mean of the class of 73,5. However, the results of the second cycle had not met the indicator of success yet. Thus, it was continued to the third cycle in which the percentage of the success of the teacher and the students' activities is 93,75% and 92,85%. Furthermore, the classical success of the class is 85% with the mean of the class of 81,75. The result from this third cycle has achieved the indicator of success. While respons students in learning social studies using puzzle media gained 84,44%.