Wayan Juana Deliasari
Universitas Muhammadiyah Pringsewu

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Media Game Edukasi Bamboozle Berbasis Kompetisi Kelompok untuk Meningkatkan Minat Belajar Siswa Kelas V Sekolah Dasar pada Materi Fakta dan Opini Tiya Setiawati; Siti Rahayu; Veni Tri Mukasih; Widya Puspita Sari; Wayan Juana Deliasari; Wahyu Cahya Ningsih; Ulil Azmi
Edukasi Lingua Sastra Vol 24 No 1 (2026): Edukasi Lingua Sastra
Publisher : Sentra Kekayaan Intelektual dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47637/0f05b581

Abstract

Abstrak Bahasa Indonesia learning in class V of SDN 1 Tritunggalmulya, Adiluwih District, Pringsewu Regency, Lampung Province, faced the problem of low students' learning interest. This was evident from the results of the odd-semester midterm examination in 2025, where students' scores in Bahasa Indonesia were lower than those in other subjects; the class average for the Bahasa Indonesia midterm examination was only 60, which had not yet reached the minimum mastery criterion (KKM) of 75 set by the school, particularly in the topic of Facts and Opinions (Chapter 5, Becoming a Global Citizen). The media used in learning had been less interactive, making students feel bored and passive during the learning process. This study aimed to increase students' learning interest through the use of the Bamboozle educational game media in Bahasa Indonesia learning on the topic of Facts and Opinions. The research was conducted through two cycles of classroom action research involving 16 fifth-grade students. Data were collected using a learning-interest questionnaire, an observation sheet, and a formative test, then analyzed descriptively. The results showed that the average student learning interest increased from 70% in Cycle I to 80% in Cycle II, accompanied by an increase in the average class score from 73 in Cycle I to 83 in Cycle II, with the percentage of students reaching the mastery criterion rising from 50% to 87.5%. These results indicate that the use of the Bamboozle educational game media can increase students' learning interest and learning outcomes in Bahasa Indonesia on the topic of Facts and Opinions.