The research was motivated by the low level of learning activeness among third-grade students in mathematics, particularly on the topic of data presentation in tables, at SDN Karangbesuki 2 Malang City. This study aimed to improve students' learning activeness in mathematics on the topic of data presentation in tables through the implementation of the Game-Based Learning model. The study employed Classroom Action Research (CAR) as its research method, with data collected through observation and learning activeness questionnaires. The collected data were analyzed using both quantitative and qualitative descriptive analysis. The findings revealed that the implementation of the Game-Based Learning model in mathematics instruction on data presentation in tables successfully improved students' learning activeness. This improvement was evidenced by the increase in the observation results of learning activeness, which rose from 30.43% in the pre-cycle stage to 52.17% at the end of Cycle I and reached 86.96% at the end of Cycle II. Similarly, the learning activeness questionnaire results increased from 39.13% in the pre-cycle stage to 69.57% at the end of Cycle I and reached 91.30% at the end of Cycle II. Therefore, the predetermined success indicator of the study, namely that at least 75% of students achieve the active and highly active categories, was successfully attained.
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