The low learning outcomes of students and the limited use of technology-based learning media are problems in teaching Natural and Social Sciences (IPAS) on the topic of the properties of light at SDN 42 Pekanbaru. This study aimed to determine the effect of the Baamboozle educational game on the learning outcomes of fifth-grade students at SDN 42 Pekanbaru in IPAS learning on the topic of the properties of light. This study employed a quantitative approach with a pre-experimental method using a one-group pretest-posttest design. The population consisted of 109 fifth-grade students at SDN 42 Pekanbaru, with a sample of 27 students from class VA selected using purposive sampling. Data were collected through tests and documentation, with analyses including validity, reliability, difficulty index, discrimination index, normality, N-Gain, and hypothesis testing. The results showed that the use of Baamboozle as a learning medium had a significant effect on students' learning outcomes. The mean learning outcome increased from 47.19 in the pretest to 65.15 in the posttest, indicating an increase of 17.96 points. The paired sample t-test showed a significance value of 0.000, which was lower than 0.05, indicating that the null hypothesis (H₀) was rejected and the alternative hypothesis (Hₐ) was accepted. Thus, there was a significant difference between students' learning outcomes before and after learning using Baamboozle. However, the N-Gain test produced a mean score of 0.38, which was categorized as moderate. Therefore, the use of Baamboozle can help improve students' learning outcomes, although the improvement had not yet reached a high level.
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