This study aims to determine how the Jigsaw learning model assisted by digital media tables of snakes and ladders affects students' learning interest in mathematics learning in grade III at SDN Kota Bengkulu. This study is a quantitative study using a quasi-experimental method. The type of research design applied is a Control Group Pretest-Posttest Matching Only design. This study involved grade III students of SDN 38 Kota Bengkulu. Meanwhile, the sample consisted of grade IIIB students of SDN 38 Kota Bengkulu, which served as the experimental class, and grade IIIA students of SDN 38 Kota Bengkulu, which served as the control class. This sample was taken through a random sampling group. Non-test tools were used in measuring learning interest using initial and final questionnaires. The results of the hypothesis test in the experimental class show that the t-value with the assumption of the same difference = 4.675, the two-tailed sigma value is 0.027, and the distribution value is 1.967, so that the t-value is greater than the t-table (4.308 is greater than 1.697), and the two-tailed sigma is 0.037 less than 0.05. These data show that the difference in average learning interest between the experimental class and the control class is caused by the way each class is treated. Thus, it can be concluded that the Jigsaw learning model assisted by digital media snakes and ladders has an impact on students' learning interest in mathematics subjects in grade III at SDN 38 Bengkulu City.
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