PENGARUH MODEL PEMBELAJARAN GAME-BASE LEARNING DENGAN MEDIA POKEMON TCG UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG ARITMATIKA DASAR DI SD
DOI:
https://doi.org/10.23969/jp.v10i04.34749Keywords:
Game-Based Learning, Pokemon TCG, Arithmetic Skills, Basic Arithmetic, Elementary SchoolAbstract
This study was motivated by the importance of innovative learning media that can help elementary school students understand basic arithmetic operations. The Pokemon Trading Card Game (TCG) was chosen as a game-based medium that is expected to make learning mathematics more enjoyable. The purpose of this study was to determine the effect of using Pokemon TCG on students' arithmetic skills and to compare the learning outcomes between classes that used this medium and conventional classes. The research used a quasi-experimental method with a pretest–posttest control group design. The research subjects were second-grade students at SDN Karamat 1 (23 students) as the control class and SDN Tenjolayar 3 (27 students) as the experimental class. The instrument used was a valid and reliable 10-question descriptive test on basic arithmetic operations. Data analysis included descriptive tests, Wilcoxon, Mann-Whitney, and N-Gain calculations. The results showed a significant increase in the experimental class after using Pokemon TCG (p < 0.05). Although there was no significant difference in the posttest results between classes (p > 0.05), the N-Gain values of both classes were high, with the experimental class slightly superior.
Downloads
References
Chang, I. (2023). Early numeracy and literacy skills and their influences on fourth-grade mathematics achievement: a moderated mediation model. Large-Scale Assessments in Education, 11(1), 18. https://doi.org/10.1186/s40536-023-00168-6
Dan, N. N., Trung, L. T. B. T., Nga, N. T., & Dung, T. M. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(4), em2423. https://doi.org/10.29333/ejmste/14377
DePascale, M., & Ramani, G. (2024). The Role of Math Games for Children’s Early Math Learning: A Systematic Review. https://doi.org/10.31234/osf.io/xkvhb
Manovtri, R., & Hayati, R. (2024). Analysis of Students’ Learning Difficulties in Subtracting Whole Numbers in Grade 3 Elementary School. Education Achievement: Journal of Science and Research, 1311–1316. https://doi.org/10.51178/jsr.v5i3.2202
Mongkau, J. G., & Pangkey, R. D. H. (2024). Kurikulum Merdeka: Memperkuat Keterampilan Abad 21 untuk Generasi Emas. Journal on Education, 6(4), 22018–22030. https://doi.org/10.31004/joe.v6i4.6323
Pujasmara, D. D., Humaira, J., Alifah, P. Z., Mariana, Y. A., & Rostika, R. D. (2023). Peningkatan Hasil Belajar Penjumlahan dan Pengurangan Bilangan Siswa Kelas I dengan Media Konkret. Jurnal Pendidikan Guru Sekolah Dasar, 1(2), 10. https://doi.org/10.47134/pgsd.v1i2.211
Setiawan, A., & Lestari, H. (2023). Uji statistik dalam studi Game Based Learning pada pembelajaran matematika dasar SD. Jurnal Pendidikan Matematika Terapan, 12(1), 49–59.
Siller, H.-S., & Ahmad, S. (2024). The Effect of Concrete and Virtual Manipulative Blended Instruction on Mathematical Achievement for Elementary School Students. Canadian Journal of Science, Mathematics and Technology Education, 24(2), 229–266. https://doi.org/10.1007/s42330-024-00336-y
Singh, P., Hoon, T. S., Md Nasir, A., Md Ramly, A., Md Rasid, S., & Meng, C. C. (2021). Card game as a pedagogical tool for numeracy skills development. International Journal of Evaluation and Research in Education (IJERE), 10(2), 693. https://doi.org/10.11591/ijere.v10i2.20722
Susilowaty, N., & Miracline, A. L. (2025). Mathematics Learning Using Concrete Object Media (Shirt Buttons and Straws) to Improve Learning Outcomes. Jurnal Padegogik, 8(1 SE-). https://doi.org/10.35974/jpd.v8i1.3912
Widiana, I. W. (2022). Game Based Learning dan Dampaknya terhadap Peningkatan Minat Belajar dan Pemahaman Konsep Siswa dalam Pembelajaran Sains di Sekolah Dasar. Jurnal Edutech Undiksha, 10(1 SE-Articles), 1–10. https://doi.org/10.23887/jeu.v10i1.48925
Wulandari, E. T., Syamsuddin, A. F., & Latif, R. A. (2024). PENINGKATAN HASIL BELAJAR MATEMATIKA MELALUI MEDIA KARTU BERGAMBAR PADA SISWA KELAS III SEKOLAH DASAR. Global Journal of Edu Center (GELA), 1(4), 223–228. https://doi.org/10.35458
Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j.heliyon.2023.e23490
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

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
















