Penerapan Game Based Learning menggunakan Maze Game dalam Meningkatkan Hasil Belajar Siswa Kelas III

Rohmat Widiyanto, Galuh Wilujeng Nugraheni
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Abstract

The purpose of this study was to determine the application of game-based learning using maze games in improving student learning outcomes in class II. This research is a Classroom Action Research (CAR). This action was given to class II A students at SDN who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II A grade was only 51.6 and the classical completeness was only 40%. The action in the form of implementing a game-based learning approach using maze game media which was given to class II A at SDN succeeded in increasing student learning outcomes in each cycle. In the first cycle the average score was 68.3 and the classical learning mastery was 65.2% and in the second cycle the average value was 78.3 and the classical learning mastery was 82.6%.
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使用迷宫游戏的基础学习应用提高三班学生的学习成绩
本研究的目的是确定迷宫游戏学习在改善二班学生学习成果中的应用。本研究是一项课堂行动研究(CAR)。这个行动是针对SDN的II A班学生,他们有学习成绩低的问题。在前循环阶段,平均II级A级仅为51.6分,经典完整性仅为40%。在SDN的II - a班实施了一种基于游戏的学习方法,使用迷宫游戏媒体,成功地提高了学生在每个周期的学习成果。第一周期平均得分为68.3分,古典学习掌握率为65.2%;第二周期平均得分为78.3分,古典学习掌握率为82.6%。
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