INOVASI PEMBELAJARAN MATEMATIKA KELAS 2 DENGAN MEDIA BOARD GAME BERBASIS GENIALLY

Authors

  • Hani Oktaviani Mahasiswa
  • Elly Sukmanasa PPG FKIP Universitas Pakuan
  • H. Panji PPG FKIP Universitas Pakuan

DOI:

https://doi.org/10.23969/jp.v9i3.18341

Keywords:

Board Game, Mathematics, Learning Motivation

Abstract

ABSTRACT This study evaluates the effectiveness of using a Genially-based board game as an interactive learning medium to enhance motivation and understanding of mathematics among second-grade elementary school students. The issue addressed is the low motivation and comprehension of mathematical concepts caused by conventional teaching methods that are less engaging. Using a case study approach involving 28 students in Bogor City, data were collected through observation, interviews, and motivation questionnaires. The results show that the Genially-based board game significantly increases learning motivation and understanding of mathematical concepts. These findings indicate that interactive learning media like Genially can improve the quality of mathematics education in elementary schools. Keywords: Board Game, Mathematics, Learning Motivation

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References

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Jurnal :

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Gikas, J., & Grant, M. M. (2021). Integrating digital games into the curriculum: A case study of Genially. Computers & Education, 169, 104205. https://doi.org/10.1016/j.compedu.2021.104205

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Artikel Online :

Putri, R. S., & Santoso, H. (2021). Challenges in implementing digital learning tools. Retrieved from https://www.pustakajaya.com/articles/challenges-digital-learning-tools

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Published

2024-10-24

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