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Peningkatan Hasil Belajar Matematika Siswa Kelas IV SDN Kamal 2 Melalui Model Game Based Learning dengan Integrasi Pendekatan Deep Learning Ahmad Muaz Arradhi bin Muis; Hikmah Baroh Anisa; Robi'atus Sya'bana; Noor Lailin Nisfah; Agung setyawan
Insan Cendekia : Jurnal Pendidikan dan Kebudayaan Vol. 3 No. 4 (2026): Desember
Publisher : Yayasan Citra Dharma Cindekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56480/insancendekia.v3i4.52

Abstract

This study aims to evaluate the improvement of students’ learning outcomes in Mathematics, specifically on the topic of plane geometry, through the use of origami-based learning media and a Game-Based Learning model integrated with a Deep Learning approach. This research is a Classroom Action Research (CAR) conducted in two cycles, involving 24 fourth-grade students of SDN Kamal 2 as the research subjects, with data collected through tests, observations, and documentation. The results of the study indicate that the implementation of the media and learning model was able to improve students’ learning outcomes progressively across all phases. In the pre-action phase (pretest), only 25% of students achieved the minimum mastery criterion. In Cycle I, after the implementation of the Game-Based Learning model, the mastery rate increased to 65%, with the lowest score of 50 and the highest score of 100. Although this represented an improvement, the classical mastery criterion had not yet been met. In Cycle II, following instructional improvements and deeper conceptual reinforcement, the classical mastery rate reached 79%, fulfilling the minimum success indicator of the study. Based on these findings, it can be concluded that the implementation of the Game-Based Learning model integrated with Deep Learning can effectively help fourth-grade students at SDN Kamal 2 improve their mathematics learning outcomes.