THE EFFECT OF GAME-BASED LEARNING MODEL ASSISTED BY BAMBOOZLE ON THE MULTIPLICATION SKILLS OF ELEMENTARY SCHOOL STUDENTS
Abstract
Students’ skills in performing multiplication operations are low. The purpose of the study in this article is to determine the effect of the game-based learning model assisted by "Bamboozle" on the multiplication skills of the second-grade students at Islamic Elementary School in Al Hidayah in the academic year of 2021/2002. This study used experimental quantitative research with a One Group Pretest Posttest design. This study used a saturated sample as the sampling technique and tests as the data collection method. The results showed that the pre-treatment mean score of 63.33 was lower than the post-treatment mean score of 91.90. By using the Wilcoxon test data analysis method, the values of 21 samples increased from pre-test to post-test with an average increase of 11.00. In addition, by analyzing the Asymp value. Sig. (2-tailed) 0.000 < 0.05, it could be concluded that there was a significant effect of the game-based learning model assisted by the application of "Bamboozle" on the multiplication operation skills of the second-grade students at SD Islam Al-Hidayah in the academic year 2021/2022.
Keywords
Full Text:
PDFReferences
Alhusna, C., Setiawan, D., Yolanda, S., Suryani, S. I., Nadia, T. N., Cania, Y. A., & Mujib, A. (2020). Menemukan Pola Perkalian Dengan Angka 9. Jurnal Pendidikan Dan Pembelajaran Terpadu (JPPT), 02(01), 55–70.
Burns, M. K., Ysseldyke, J., Nelson, P. M., & Kanive, R. (2015). Number of repetitions required to retain single-digit multiplication math facts for elementary students. School Psychology Quarterly, 30(3), 398–405. https://doi.org/10.1037/spq0000097
Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game-based learning in a Shanghai primary-school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709–717. https://doi.org/10.1111/jcal.12438
Febriani, P., Widada, W., & Herawaty, D. (2019). Pengaruh Pembelajaran Matematika Realistik Berbasis Etnomatematika Terhadap Kemampuan Pemahaman Konsep Matematika Siswa SMA Kota Bengkulu. Jurnal Pendidikan Matematika Raflesia, 04(02), 120–135. https://ejournal.unib.ac.id/index.php/jpmr/article/view/9761/4795
Hung, C. Y., Sun, J. C. Y., & Liu, J. Y. (2019). Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds. Interactive Learning Environments, 27(8), 1028–1046. https://doi.org/10.1080/10494820.2018.1481103
Krisbiantoro, B. (2020). The effectiveness of gamification to enhance students’ mastery on tenses viewed from students’ creativity. Journal of Advanced Multidisciplinary Research, 1(2), 73. https://doi.org/10.30659/jamr.1.2.73-97
Liu, Z. Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technfile:///C:/Users/Hp/Downloads/Baru/32729-77443-1-PB.Pdfologies in Learning, 15(14), 53–64. https://doi.org/10.3991/ijet.v15i14.14675
Mao, W., Cui, Y., Chiu, M. M., & Lei, H. (2022). Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis. Journal of Educational Computing Research, 59(8), 1682–1708. https://doi.org/10.1177/07356331211007098
Maulyda, M. A. (2020). Paradigma Pembelajaran Matematika Berbasis NCTM. CV IRDH.
Mei, M. F., Baptis Seto, S., & Trisna Sero Wondo, M. (2020). Pembelajaran Kontekstual Melalui Permainan Kelereng Pada Siswa Kelas Iii Sd Untuk Meningkatkan Pemahaman Konsep Perkalian. Jupika: Jurnal Pendidikan Matematika, 3(2), 61–70. https://doi.org/10.37478/jupika.v3i2.669
Mohd, C. K. N. C. K., Shahbodin, F., Sedek, M., & Samsudin, M. (2020). Game based learning for autism in learning mathematics. International Journal of Advanced Science and Technology, 29(5), 4684–4691.
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68(August), 101592. https://doi.org/10.1016/j.lmot.2019.101592
Pérez, M. E. del M., Guzmán Duque, A. P., & García, L. C. F. (2018). Game-based learning: Increasing the logical-mathematical, naturalistic, and linguistic learning levels of primary school students. Journal of New Approaches in Educational Research, 7(1), 31–39. https://doi.org/10.7821/naer.2018.1.248
Pratama, L. D., & Setyaningrum, W. (2018). Game-Based Learning: The effects on student cognitive and affective aspects. Journal of Physics: Conference Series, 1097(1). https://doi.org/10.1088/1742-6596/1097/1/012123
Qolbi, M. S., At Thaariq, Z. Z., Az-Zahroh, S. F., Anwar, M. M., & Faiza, N. (2019). Design and Development of Game Based Learning Applications for Mathematics Learning Based on Multiple Language to Develop Verbal Capabilities. JPP (Jurnal Pendidikan Dan Pembelajaran), 26(2), 51–56. https://doi.org/10.17977/um047v26i22019p051
Sadikin, A., & Hamidah, A. (2020). Pembelajaran Daring di Tengah Wabah Covid-19. Biodik, 6(2), 214–224. https://doi.org/10.22437/bio.v6i2.9759
Sugiyono. (2019). Metode Penelitian Kualitatif Pendidikan (Pendekatan Kuantitatif, Kualitatif, dan R&D). Alfabeta.
Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students’ mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/10.1111/jcal.12347
Wibawa, A. C. P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2021). Game-Based Learning (Gbl) Sebagai Inovasi Dan Solusi Percepatan Adaptasi Belajar Pada Masa New Normal. Integrated, 3(1), 17–22.
Yusuf, M. (2014). Metode Penelitian Kuantitatif, Kualitatif, & Penelitian Gabungan. Kencana.
DOI: http://dx.doi.org/10.33578/jpfkip.v11i3.8964
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 Irma Retno Rahayu, Diki Rukmana
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
____________________________________________________________
Primary: Jurnal Pendidikan Guru Sekolah Dasar
Secretariat
Program Studi Pendidikan Guru Sekolah Dasar
Gedung B1, FKIP Universitas Riau
Kampus Bina Widya Km. 12,5 Simpang Baru Panam
Pekanbaru Riau Indonesia 28293
e-mail : primary@ejournal.unri.ac.id