Application of Game based Learning Media to Improve Learning Outcomes of Mathematics Subjects for Flat Shape Material for Grade 2 Students at Mis Al Yazier Rawajitu Utara
DOI:
https://doi.org/10.25217/jrie.v7i2.6741Keywords:
Game based learning media, learning outcomesAbstract
The purpose of this study is to determine the application of game-based learning media and improve learning outcomes in mathematics subjects on flat shapes for students in grade 2 of MIS Al Yazier Rawajitu Utara. This study is a classroom action research, where each cycle consists of four stages including planning, implementation, observation, and reflection. The subjects in this study consisted of 18 students. Data were obtained through observation, testing, interviews, and documentation techniques. The results of the study indicate that game-based learning media is able to improve mathematics learning outcomes for grade 2 students of MIS Al Yazier Rawajitu Utara Mesuji in the 2024/2025 academic year. This is evidenced by the increase in students' mathematics learning outcomes in cycle II. In cycle I, only 10 students or 55.56% of students received a score of ≥ 70, meaning there were 8 students or 44.44% who had not completed the course. While in cycle II, students' mathematics learning outcomes increased again to 16 students or 88.89%.
References
Arikunto, Suharsimi Prosedur Penelitian Suatu Pendekatan Praktek, (Jakarta: Rineka Cipta, 2010
Arikunto, Suharsimi. Dasar-dasar Evaluasi Pendidikan, Jakarta: Bumi Aksara, 2012
Basri, Hasan., Filsafat Pendidikan Islam, Bandung: Pustaka Setia, 2019.
Danim, Sudarwan. Pengantar Kependidikan, Bandung: Alfabeta, 2017.
Departemen Pendidikan Nasional, Kamus Besar Bahasa Indonesia, Jakarta: Balai Pustaka, 2018
Faizah, Haizatul., Kamal, Rahmat. “Belajar dan Pembelajaran”, Jurnal Basicedu, Vol. 8, No. 1, 2024.
Hamalik, Oemar. Media Pendidikan, Bandung: Alumni, 2018.
Hidayat, Hilalludin, “Hak Kewajiban dan Tanggung Jawab Guru dalam Pendidikan Indonesia”, Jurnal Motivasi Pendidikan dan Bahasa, Vol. 2, No. 3, September 2024.
Hidayat, R. “Game-Based Learning: Academic Games sebagai Metode Penunjang Pembelajaran Kewirausahaan,” Bul. Psikol., vol. 26, no. 2, 2018.
Hikmawan, Rizki, et al. "Ikigai as student high order literacy skills intrinsic motivation learning Template." Journal of Education Research and Evaluation 4.1 2020.
Kementerian Pendidikan Nasional, Pedoman Pelaksanaan Penilaian Kinerja Guru, Jakarta: Direktorat Jenderal Peningkatan Mutu Pendidik & Tenaga Kependidikan, 2011
Maulidina, Arbayu, Mochammad., Susilaningsih Susilaningsih, and Zainul Abidin. "Pengembangan Game based learning Berbasis Pendekatan Saintifik Pada Siswa Kelas Iv Sekolah Dasar." JINOTEP Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran 4.2 2018
Mulyasa, Menjadi Guru Profesional Menciptakan Pembelajaran Kreatif dan Menyenangkan, (Bandung: Remaja Rosdakarya, 2011
Mustaqim, Psikologi Pendidikan, Semarang: Fakultas Tarbiyah IAIN Walisongo Semarang bekerjasama dengan Pustaka Pelajar, 2008.
Nalapraya, Sandy Pradipta. “Tugas, Peran, dan Tanggung Jawab Menjadi Guru Profesional”, Pusat Publikasi S-1 Pendidikan IPS FKIP ULM, Seri Publikasi Pembelajaran, 2023.
Narbuko, Cholid., Achmadi, Abu. Metodologi Penelitian Jakarta: Bumi Aksara, 2015.
Nasrudin, Endin., Psikologi Manajemen, Bandung: Pustaka Setia, 2018
Nasution, S. Sosiologi Pendidikan, Bandung: Bumi Aksara, 2011
Nata, Abuddin. Perspektif Islam tentang Strategi Pembelajaran, Jakarta: Kencana, 2017.
Riyanto, Yatim. Metodologi Penelitian Pendidikan, Surabaya; SIC, 2010
Sagala, Syaiful. Konsep dan Makna Pembelajaran, Bandung: Alfabeta, 2012.
Setiawati, Siti Ma’rifah. Telaah Teoritis: Apa Itu Belajar?”, Helper: Jurnal Bimbingan dan Konseling FKIP UNIPA, Vol. 35, No. 1, 2018.
Slameto, Belajar dan Faktor-faktor yang Mempengaruinya, Jakarta: Rineka Cipta, 2017.
Soemanto, Wasty. Psikologi Pendidikan, Jakarta: Rineka Cipta, 2017
Suarim, Biasri., Neviyarni, “Hakikat Belajar Konsep pada Peserta Didik”, Edukatif: Jurnal Ilmu Pendidikan, Vol. 3, No. 1, 2021.
Sudijono, Anas., Pengantar Statistik Pendidikan, Jakarta: Rajawali Pers,2011
Sudjana, Nana. Penilaian Hasil Proses Belajar Mengajar, Bandung: Remaja Rosdakarya, 2009
Syah, Muhibbin., Psikologi Pendidikan dengan Pendekatan Baru, Bandung: Remaja Rosdakarya, 2019
Wibawa, Aisyah Cinta Putri., Mumtaziah, Hashina Qiamu., Sholaihah, Lutfiah Anisa., Hikmawan, Rizki. “Game-Based Learning (GBL) Sebagai Inovasi dan Solusi Percepatan Adaptasi Belajar pada Masa New Normal”, Integrated (Information Technology and Vocational Education), Vol. 3, No. 1, April 2021.
Wulan, Dian., Macam-macam Media Pembelajaran, dianwulan28.blogspot.com, Semarang, 2013
Zulkifli, Pengertian Media Menurut Para Ahli, wordpress.com, 2019
Downloads
Published
How to Cite
Issue
Section
License

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

