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Penerapan Permainan Estafet Berbasis Problem Based Learning Untuk Meningkatkan Minat Belajar Matematika dan Keterampilan Kolaborasi Pada Materi Bilangan Cacah Kelas III SD Negeri Tamanan Kota Kediri Yolanda Surya Rani; Erwin Putera Permana; Reni Purnamasari
Metta : Jurnal Ilmu Multidisiplin Vol. 6 No. 3 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/metta.v6i3.5769

Abstract

This study aimed to improve students’ mathematics learning interest and collaboration skills in learning whole numbers through a relay game integrated with Problem-Based Learning (PBL). This classroom action research, based on the Kemmis and McTaggart model, was conducted in two cycles involving 27 students of Class IIIB at SD Negeri Tamanan Kota Kediri from August 11 to September 15, 2026. Each cycle consisted of three meetings; the first meeting of Cycle I involved group discussions using student worksheets, while the relay game was implemented in the following five meetings. Data on mathematics learning interest were collected using a 24-item questionnaire, while collaboration skills were assessed using an observation sheet covering three aspects, and the data were analyzed descriptively. The success criterion for learning interest was determined based on the mean interest score reaching the high category, with a score range of 72–96. Before the intervention, 16 students (59.3%) had low learning interest, none had high learning interest, and the mean collaboration score was 41.36. In Cycle I, no students had low learning interest, 20 students (74.1%) had moderate learning interest, and 7 students (25.9%) had high learning interest, with a mean collaboration score of 55.25 (fair). In Cycle II, 18 students (66.7%) had high learning interest and 9 students (33.3%) had moderate learning interest, with a mean collaboration score of 82.72 (good), indicating that the predetermined success criteria were achieved. The descriptive improvement occurred alongside several refinements to the intervention, including assigning relay turns based on students’ numbers or draws, providing appreciation to all groups, varying the learning media, and providing individual assistance. Because there was no comparison class and the learning materials differed across meetings, the improvement cannot be attributed solely to the relay game. The relay game integrated with PBL can serve as an alternative instructional approach for improving elementary school students’ learning interest and collaboration.
Penerapan Game Based Learning pada Materi Huruf Kapital dan Tanda Baca untuk Meningkatkan Keterampilan Membaca Nyaring dan Menulis Siswa Kelas II SDN Tamanan Jihan Nabila Permata Lioni; Erwin Putera Permana; Reni Purnamasari
Metta : Jurnal Ilmu Multidisiplin Vol. 6 No. 3 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/metta.v6i3.5773

Abstract

This study was motivated by the low reading aloud and writing skills of second-grade students at SDN Tamanan in the material of capital letters and punctuation, which occurred alongside monotonous, teacher-centered learning. This study aimed to describe the implementation of the Game Based Learning strategy and to determine changes in students’ reading aloud and writing skills after its implementation. This study was a collaborative Classroom Action Research (CAR) conducted in two cycles with 28 second-grade students in the 2026/2027 academic year. Data were collected through performance tests scored using 1–4 rubrics, observation, and documentation, and analyzed using descriptive quantitative and qualitative techniques. The success indicator was set at ≥75% of students achieving the Good–Very Good category. The mean reading aloud score increased from 1.76 (pre-cycle) to 2.20 (Cycle I) and 3.04 (Cycle II), while the mean writing score increased from 1.71 to 2.04 and 2.93. At the end of Cycle II, 71.4% of students achieved the Good–Very Good category in reading aloud and 67.9% in writing; therefore, the classical mastery criterion of ≥75% was not yet achieved. These findings indicate positive improvement following the implementation of a package of Game Based Learning actions (Talking Stick, capital-letter sticky notes, Battle Match, Pocky Pop Jump, and the Wordwall-assisted Pencil Race Challenge) that was refined step by step. Because there was no comparison group and the actions changed at each meeting, the improvement cannot be attributed to any single game.