This study aims to analyze the implementation of the Game Based Learning (GBL) model in mathematics learning for fourth-grade students at SDN Perwira IV Bekasi. The research employed a descriptive qualitative approach using observation, interviews, and documentation. Data were analyzed using the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing. The results showed that GBL planning was conducted by aligning games with learning materials and utilizing both digital and non-digital media. The implementation of GBL created an interactive learning environment through platforms such as Quizizz and Wordwall, as well as simple mathematical games. The application of GBL increased students' motivation, participation, and conceptual understanding. Challenges encountered included limited technological facilities, differences in students' abilities, and limited instructional time. Teachers addressed these challenges by simplifying games, using offline alternatives, and providing more intensive guidance. This study concludes that the implementation of GBL is effective in creating interactive and enjoyable mathematics learning and contributes positively to students' learning outcomes.
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