Epon Nurlaela
Universitas Pakuan

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PENERAPAN MODEL PROBLEM BASED LEARNING BERMUATAN GAMIFICATION UNTUK MENINGKATKAN HASIL BELAJAR PADA MATERI OPERASI HITUNG BILANGAN PECAHAN Muhamad Adrian; Elly Sukmanasa; Epon Nurlaela
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i04.1776

Abstract

This research aims to improve mathematics learning outcomes in the operational material for calculating fractions in grade of SDN Julang, Bogor City, consisting of 25 students using a problem based learning model containing gamification. This type of research is classroom action research. The data collection techniques used were observation and tests, then the data obtained was analyzed quantitatively descriptively. The results of this research were that at the pre-cycle stage the percentage of classical completion was 44%, then increased in first cycle to 68% and increased again in cycle II to 92%. The average class score increased, which in the pre-cycle was 58.4, then increased in the second cycle to 74.8 and increased again to 85.6 in the second cycle. Based on the research results, it was concluded that the use of a problem based learning model containing gamification can improve mathematics learning outcomes in fractional counting operation material.
PENERAPAN LKM MATEMATIKA BERBASIS GAME (MBG) UNTUK MENINGKATKAN PEMAHAMAN KONSEP PENYAJIAN DATA MURID KELAS IV SDN JULANG Mursidah Rahmah; Epon Nurlaela; Adelia Angeline Hafidzah; Amidah Asti Pratiwi; Adelia Mahadewi; Aflahatul Fazriyah; Alvi Oktapiani; Ananda Awaliyah Rahmah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 3 (2026): Volume 11 No.3 September, 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i3.52119

Abstract

This study aimed to improve fourth-grade students’ understanding of data presentation concepts through the implementation of a Matematika Berbasis Game (MBG). The study was motivated by students’ low conceptual understanding of mathematics, particularly in data presentation, as well as the limited use of engaging learning media in the classroom. The research employed a Classroom Action Research (CAR) design conducted in two cycles, involving 28 fourth-grade students. Data were collected through observations and concept-understanding tests. The results showed a significant improvement in students’ learning outcomes after the implementation of the Matematika Berbasis Game. Classical learning mastery increased from 32% in the pre-cycle stage, with an average score of 57.7, to 68% in Cycle I, with an average score of 71.7, through a bowling game activity. In Cycle II, the use of the “Data Dice” game further improved classical learning mastery to 93%, with an average score of 83.9. In addition to enhancing learning outcomes, the game-based worksheet also increased students’ participation, motivation, self-confidence, and engagement in the learning process. Therefore, the Mathematics Game-Based Student Worksheet (MBG) was proven to be effective in improving students’ understanding of data presentation concepts in elementary school mathematics learning.