This study was motivated by the lack of focus among fourth-grade students during classroom learning. The study aimed to describe the process of developing and implementing a game-based Outing Class learning model as an effort to overcome the low learning focus of fourth-grade students at Muhammadiyah Singkut Elementary School. A qualitative research approach was used. Data were collected through observation, interviews with teachers, students, and parents, as well as documentation of learning activities. Data analysis was conducted descriptively through the stages of data reduction, data presentation, and conclusion drawing. The results showed that the low focus of students was caused by monotonous learning, a lack of variety in methods, and an uninteresting classroom environment. The game-based Outing Class model developed combines environmental exploration activities with fun and contextual educational games. The application of this model increased students' concentration, engagement, and enthusiasm during learning activities. In addition, teachers considered this model practical, relevant to the characteristics of elementary school students, and easy to implement. Overall, game-based Outing Class learning proved to be effective as an innovation capable of creating an active, concrete, and meaningful learning atmosphere for students. These finding also indicatean improvement in students’ social interaction as well as their critical thinking skills in completing game based tasks. Therefore, this model not only effects cognitive aspects but also supports students’ social and emotional development throughout the learning process. Furthermore, the implementation of this approach encourages collaboration, active participation, and problem solving abilities, which are assential for holistic student development and create a more angaging, meaningful, and student centered learning environment in elementary education.
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