This classroom action research aimed to improve third-grade students’ mathematics achievement on decimal numbers through a game-based Treasure Hunt learning model. The study employed the Kemmis and McTaggart classroom action research design carried out in two cycles, each consisting of planning, acting, observing, and reflecting stages, involving 28 third-grade students of SD Islam Sabilillah Malang. Data were collected using mathematics achievement tests, observation sheets for students’ activities and instructional implementation, and a learning motivation questionnaire. The results showed that the mean score increased from 61.8 at the pre-test to 72.4 in the first-cycle post-test and 81.6 in the second-cycle post-test, while mastery learning improved from 35.7% to 89.3%, with a normalized gain of 0.52 (medium category). Students’ motivation reached an average score of 4.1 (high category), and instructional implementation achieved 94.6% (very good category). In conclusion, the Treasure Hunt learning model is effective in enhancing students’ mathematics achievement, motivation, and engagement in elementary mathematics learning. Keywords: Game-Based Learning, Mathematics Achievement, Motivation, Treasure Hunt.
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