{"title":"使用迷宫游戏的基础学习应用提高三班学生的学习成绩","authors":"Rohmat Widiyanto, Galuh Wilujeng Nugraheni","doi":"10.15408/elementar.v2i2.28641","DOIUrl":null,"url":null,"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%.","PeriodicalId":256764,"journal":{"name":"Elementar : Jurnal Pendidikan Dasar","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Penerapan Game Based Learning menggunakan Maze Game dalam Meningkatkan Hasil Belajar Siswa Kelas III\",\"authors\":\"Rohmat Widiyanto, Galuh Wilujeng Nugraheni\",\"doi\":\"10.15408/elementar.v2i2.28641\",\"DOIUrl\":null,\"url\":null,\"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%.\",\"PeriodicalId\":256764,\"journal\":{\"name\":\"Elementar : Jurnal Pendidikan Dasar\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Elementar : Jurnal Pendidikan Dasar\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15408/elementar.v2i2.28641\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Elementar : Jurnal Pendidikan Dasar","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15408/elementar.v2i2.28641","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Penerapan Game Based Learning menggunakan Maze Game dalam Meningkatkan Hasil Belajar Siswa Kelas III
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%.