UPAYA MENINGKATKAN HASIL BELAJAR SISWA KELAS V PADA SUBTOPIK HUBUNGAN ANTAR SUDUT MELALUI MODEL PEMBELAJARAN GAME BASED LEARNING (GBL)
DOI:
https://doi.org/10.23969/jp.v9i2.14062Keywords:
Game Based Learning, Learning Outcomes, Relationship Between Angles.Abstract
Low student learning outcomes in math classes, particularly in the subtopic of relationships between angles, form the basis of this study. The main purpose of this study is to use the Game Based Learning (GBL) learning model to improve the learning outcomes of grade V students of SDN Jombatan. The research method used is Classroom Action Research collaboratively with field supervisors and pamong teachers. Data collection techniques include test and observation instruments. Both observation and test tools are used as data collection methods. Three stages of research were conducted: pre-cycle, cycle I, and cycle II. With an average score of 48.38, the pre-cycle student learning mastery percentage was a mere 18.92%. With an average score of 73.92%, the mastery percentage rose to 67.57% in cycle I. Student learning results improved further in cycle II, averaging 87.04% with a score of 86.49%. These results imply that fifth-grade students at SDN Jombatan can improve their learning outcomes by using the Game Based Learning learning paradigm to the subtopic of relationships between angles.Downloads
References
Amir. (2019). PTK Tematik Integratif Kajian Teori & Praktik. Batu: Literasi Nusantara Abadi.
Hadi Nugroho, F., & Romadhon, S. (2022). Minat Peserta Didik MTsN 3 Banyuwangi dalam Gim Blooket pada Pembelajaran Bahasa Indonesia. Andragogi: Jurnal Diklat Teknis Pendidikan Dan Keagamaan, 10(2), 153–162.
Hamiyah, Nur., & Muhammad Jauhar. (2014). Strategi Belajar-Mengajar Di Kelas. Jakarta: Prestasi Pustaka Raya.
Hardianti, Enyea Winanda. (2023). Analysis of the Needs for Development of Kahoot Game-Based Learning Media. Indonesian Journal of E-Learning and Multimedia, Vol 2, No 2, 66-72.
Laksono, Kisyani., & Tataq Yuli Eko Siswono. (2018). Penelitian Tindakan Kelas. Bandung: PT Remaja Rosdakarya
Maulidia, N.N., Sukadi., & Sri R.. (2022). Effectiveness of The Implementation Game-Based-Learning in Increasing Student Learning Outcomes. Jurnal Penelitian Pendidikan. 22 (3), 252-265.
Noviyanti, Gladis Vella. (2018). Pengaruh Game Based Learning terhadap Hasil Belajar Mata Pelajaran Ekonomi Kelas X SMA. JUPE. Vol 6, No 2, 110-115.
Nur’aeni, Nani., & Erlangga Hanan Ilahiya Hasanudin. (2023). Model Pembelajaran Kooperatif Team Game Tournament Berbasis Media Digital Blooket untuk Mengembangkan Motivasi dan Hasil Belajar Pendidikan Pancasila. Asatiza: Jurnal Pendidikan. Vol 4, No 3, 259-273.
Payatya et al, (2022). Panduan Lengkap Penelitian Tindakan Kelas. Yogyakarta: Penerbit Depublish.
Prayitno, Sunyoto Hadi, & Amattits Nuriawan. (2019). Mathemagic for teaching: Belajar Itu Mudah Asal Tau Gayanya. Surabaya: Scopindo Media Pustaka.
Raturmanan, Tanwey Greson,, & Theresia Laurens. (2015). Penilaian Hasil Belajar Pada Tingkat Satuan Pendidik. Yogyakarta: Pensil Komunika.
Rusman. (2015). Belajar & Pembelajaran Berorientasi Standar Proses Pendidikan. Bandung: Kencana.
Sukmawati, Anis Zara., & Riza Mi’rotul Rohmah. (2023). Kontribusi Budaya dalam Negeri bagi Pendidikan guna Membentuk Karakter Siswa. MASALIQ, Vol 3, No.4, 585-596.
Sugiyono. (2019). Metode Penelitian Pendidikan (Kuantitatif, Kualitataif, Kombinasi, R&D, dan Penelitian Pendidikan). Bandung: IKAPI.
Syamsuar, Syamsuar., & Zelhendri Zen. (2021). Teaching game for understanding model: increasing motivation and students’ physical fitness. Jurnal Penelitian Pendidikan Indonesia, Vol 7, No 1, 128-136.
Winatha, Komang Redy., & I Made Dedy Setiawan. (2020). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan dan Kebudayaan, Vol. 10 No. 3, 198-206.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.