ABSTRACT Multiplication learning of whole numbers up to 100 in Class IV at SDN Trimulyo 02 Semarang City still faces challenges regarding student learning outcomes. The initial condition was reflected by a class average of 63.62, with classical mastery reaching only 24.14%. This study aims to improve students' mathematics learning outcomes through the implementation of Game-Based Learning assisted by giant snakes and ladders media on the topic of whole number multiplication up to 100. The research was conducted in the form of Classroom Action Research (CAR) using Arikunto's model, involving 29 students as subjects across two cycles, each consisting of two meetings. Learning activities combined group games with multiplication problem-solving, after which individual ability was assessed through independent evaluations at the end of each cycle. Data were collected through tests, observations of student activity, observations of learning implementation, and documentation, then analyzed using class averages, classical mastery percentages, and descriptions of changes in the learning process. The average learning outcome score increased to 76.55 in Cycle I and 82.24 in Cycle II. Classical mastery rose from 51.72% in Cycle I to 82.76% in Cycle II, exceeding the success indicator of 80% of students achieving a score of ≥80. Student activity and learning implementation also demonstrated improvement. The application of Game-Based Learning assisted by giant snakes and ladders can be used to support the improvement of mathematics learning outcomes in whole number multiplication. ABSTRAK Pembelajaran perkalian bilangan cacah sampai 100 di kelas IV SDN Trimulyo 02 Kota Semarang masih menghadapi persoalan pada pencapaian hasil belajar murid. Kondisi awal tercermin dari rata-rata kelas sebesar 63,62 dengan ketuntasan klasikal hanya 24,14%. Penelitian ini bertujuan meningkatkan hasil belajar matematika murid melalui penerapan Game Based Learning berbantu media ular tangga raksasa pada materi perkalian bilangan cacah sampai 100. Penelitian dilaksanakan dalam bentuk Penelitian Tindakan Kelas (PTK) model Arikunto, dengan 29 murid sebagai subjek yang mengikuti dua siklus, masing-masing dua pertemuan. Kegiatan belajar menggabungkan permainan kelompok dengan penyelesaian soal perkalian, kemudian kemampuan individual diperiksa melalui evaluasi mandiri pada akhir setiap siklus. Data dikumpulkan melalui tes, observasi aktivitas murid, observasi keterlaksanaan pembelajaran, dan dokumentasi, lalu dianalisis menggunakan rata-rata kelas, persentase ketuntasan klasikal, serta deskripsi perubahan proses pembelajaran. Rata-rata hasil belajar meningkat menjadi 76,55 pada Siklus I dan 82,24 pada Siklus II. Ketuntasan klasikal bergerak dari 51,72% pada Siklus I menjadi 82,76% pada Siklus II dan telah melampaui kriteria keberhasilan 80% murid dengan nilai ≥80. Aktivitas murid dan keterlaksanaan pembelajaran juga mengalami peningkatan. Penerapan Game Based Learning berbantu ular tangga raksasa dapat digunakan untuk mendukung peningkatan hasil belajar matematika pada materi perkalian bilangan cacah.