Journal of Innovative and Creativity
Vol. 6 No. 2 (2026)

Peningkatan Proses Dan Hasil Belajar Matematika Melalui Model Make A Match Berbantu Kartu Domino KELAS III SDN 208/II Sumber Harapan

Ervian Okta Dwi Putra (Universitas Muhammadiyah Muara Bungo)
Nurlev Avana (Universitas Muhammadiyah Muara Bungo)
Aldino Aldino (Universitas Muhammadiyah Muara Bungo)



Article Info

Publish Date
26 Sep 2026

Abstract

This study aims to describe the improvement of the mathematics learning process and learning outcomes of Grade III students at SDN 208/II Sumber Harapan through the implementation of the Make A Match learning model assisted by domino card media. This research is a Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of four main stages: planning, acting, observing, and reflecting. The subjects of this study were all 13 Grade III students at SDN 208/II Sumber Harapan in the 2025/2026 academic year, consisting of 8 male students and 5 female students. The data were collected using observation techniques (teacher and student observation sheets), written tests consisting of essay questions at the end of each cycle, and documentation. The results showed a significant improvement in both the learning process and learning outcomes. In the learning process, the average observation score of teacher performance increased from 70% in Cycle I (64% in meeting 1 and 75% in meeting 2) to 87.5% in Cycle II (82% in meeting 1 and 92.8% in meeting 2). Meanwhile, the average observation score of student activity increased from 38% in Cycle I (23% in meeting 1 and 54% in meeting 2) to 77% in Cycle II (69% in meeting 1 and 84% in meeting 2). In terms of learning outcomes, the classical mastery percentage based on the Learning Objective Mastery Criteria (KKTP ≥ 80) increased from 54% (7 students) with a class average of 69.8 in Cycle I to 85% (11 students) with a class average of 86.15 in Cycle II. Based on these findings, it can be concluded that the implementation of the Make A Match learning model assisted by domino card media is effective in improving the mathematics learning process and learning outcomes for Grade III students at SDN 208/II Sumber Harapan.

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Journal Info

Abbrev

joecy

Publisher

Subject

Education Languange, Linguistic, Communication & Media Mathematics Social Sciences Other

Description

Journal of Innovative and Creatifity (JOECY) publishes research articles in the field of education which report empirical research on topics that are significant across educational contexts, in terms of design and findings. The topic could be in curriculum, teaching learning, evaluation, quality ...