This classroom action research was designed to improve English learning outcomes for fourth-grade students at SDN Dukuh Kupang V Surabaya using a Game-Based Learning model. The intervention followed the Kemmis and McTaggart cycle comprising planning, action implementation, observation, and reflection across a pre-action stage and two cycles. The study involved 28 students. Data were collected using a 10-item learning achievement test, student activity observation sheets, model implementation observation sheets, documentation, and reflection notes. The results showed that the average learning outcome increased from 66.79 in the pre-action stage to 78.93 in Cycle I and 88.57 in Cycle II. Class mastery rose from 28.57% to 64.29% and then to 89.29%. Student activity increased from 72.88% to 89.29%, while model implementation improved from 75.00% to 92.00%. These improvements demonstrate the potential of activities such as charades, pronunciation drills, full-sentence responses, group rotation, written evaluations, and immediate feedback in facilitating active practice of vocabulary and present continuous sentence patterns.
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