Adelsa Gusmiva
PGSD FKIP Universitas Jambi

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PENERAPAN GAME INTERAKTIF BAMBOOZLE DALAM MENINGKATKAN KEAKTIFAN SISWA KELAS II SDN 14/I SUNGAI BAUNG Ayu Masyitah; Adelsa Gusmiva
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14261

Abstract

This study was conducted to address the low student activeness in Class II B SDN 14/I Sungai Baung, where the pre-cycle observation showed that the average percentage of student activeness only reached 40.02% and the classical learning completeness was only 57.1% with an average class score of 75. This study aimed to improve student activeness in mathematics learning on flat shapes material through the application of the Bamboozle interactive game. This study employed a Classroom Action Research (CAR) method with a collaborative approach referring to the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection stages. The research subjects were 14 students of Class II B SDN 14/I Sungai Baung in the even semester of the 2025/2026 academic year. Data were collected through observation, interviews, formative tests, and documentation. Data analysis used quantitative techniques to calculate the percentage of student activeness and classical learning completeness, as well as qualitative techniques to describe changes in student learning behavior. The results showed that the application of the Bamboozle interactive game successfully improved student activeness from 40.02% in the pre-cycle to 74.3% in Cycle I with an active category. The classical learning completeness also increased from 57.1% to 78.6%, and the average class score improved from 75 to 78. These results indicate that the Bamboozle interactive game is effective as an innovative learning medium to improve student activeness and learning outcomes in elementary school.