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Implementasi Penggunaan Media Baamboozle untuk Meningkatkan Motivasi Belajar Matematika Kelas 4 SDN 11 Panai Hulu Shiddiq, Imam; Sari, Mawar; Nasution, Zahira Andryani; Purba, Hasnah Nurhayati; Kurniati, Alya; Junitri, Anisa; Yanti, Nelmida; Rahayu, Dwi; Wulandari, Anggi; Lubis, Bunga Puspita; Herpasyah, Febyna; Putri, Rahma Eka; Puspita, Adinda Dara; Andini, Nanda Dwi; Yulianti, Dina; Syahputri, Hemalia
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2501

Abstract

This study aims to improve the mathematics learning outcomes of grade IV students of SDN 11 Panai Hulu by using Baamboozle. This research is a Classroom Action Research (PTK). The research is carried out in two cycles, where each cycle consists of planning, implementation, observation, and reflection. In each cycle, the Project Based Learning (PjBL) learning model supported by Baamboozle was used to show a significant improvement in student learning outcomes. The results of the analysis showed that the average student score increased from 77.25% in the first cycle to 84.97% in the second cycle, with the percentage of learning completion also increasing significantly. The use of Baamboozle as a learning aid allows students to collaborate, compete, and interact in a fun atmosphere, thereby improving their understanding of the math material. This study concludes that digital educational game-based learning methods, such as Baamboozle, are effective in improving student learning outcomes, as well as providing a more interesting and interactive learning experience. Recommendations are given so that this method is more often applied in the learning process in elementary schools to improve the quality of education.
Educational Learning in Implementing Character Education Andini, Nanda Dwi
Journal of Elementary School Education Vol 3 No 2 Journal of Elementary School Education, (May, 2025)
Publisher : Berpusi Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62966/joese.vi.1200

Abstract

The purpose of this research is to find out how educational learning is in implementing character education. In relation to educational learning, to form good character is through teaching guidance activities and providing character knowledge to each individual. The results of this study are that the character education learning process is a series of learning activities that take place both in the classroom and outside the classroom which seeks to make students not only master the material but also make students know, realize/care about and internalize values and turn them into behavior. This type of research uses a qualitative descriptive approach. Literature study is an effort to explore and collect information or data by reviewing various reference books, journals that are relevant to the theme or issue that is the object of the writing discussion. The data collection technique used by journal writers is by searching and reviewing index reference books for journals related to the title of this research. Meanwhile, to find out the results and analyze this journal data by collecting real data by interviewing and observing.
Implementasi Penggunaan Media Baamboozle untuk Meningkatkan Motivasi Belajar Matematika Kelas 4 SDN 11 Panai Hulu Shiddiq, Imam; Sari, Mawar; Nasution, Zahira Andryani; Purba, Hasnah Nurhayati; Kurniati, Alya; Junitri, Anisa; Yanti, Nelmida; Rahayu, Dwi; Wulandari, Anggi; Lubis, Bunga Puspita; Herpasyah, Febyna; Putri, Rahma Eka; Puspita, Adinda Dara; Andini, Nanda Dwi; Yulianti, Dina; Syahputri, Hemalia
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2501

Abstract

This study aims to improve the mathematics learning outcomes of grade IV students of SDN 11 Panai Hulu by using Baamboozle. This research is a Classroom Action Research (PTK). The research is carried out in two cycles, where each cycle consists of planning, implementation, observation, and reflection. In each cycle, the Project Based Learning (PjBL) learning model supported by Baamboozle was used to show a significant improvement in student learning outcomes. The results of the analysis showed that the average student score increased from 77.25% in the first cycle to 84.97% in the second cycle, with the percentage of learning completion also increasing significantly. The use of Baamboozle as a learning aid allows students to collaborate, compete, and interact in a fun atmosphere, thereby improving their understanding of the math material. This study concludes that digital educational game-based learning methods, such as Baamboozle, are effective in improving student learning outcomes, as well as providing a more interesting and interactive learning experience. Recommendations are given so that this method is more often applied in the learning process in elementary schools to improve the quality of education.