Fajar Sewtiawan
Universitas Muhammadiyah Surabaya

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MENINGKATKAN MINAT BELAJAR SISWA MELALUI METODE GAMES-BASED LEARNING (GBL) Alya Ardiana; Fajar Sewtiawan; Lilik Binti Mirnawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 1 (2024): Volume 09 No. 01 Maret 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i1.12432

Abstract

The aim of this research is to describe the implementation of learning and increase interest in learning for class IV students using digital games. The method in this research is Classroom Action Research (PTK). Data collection techniques use observation techniques, questionnaires and documentation. The subjects of this research were 30 fourth grade students at Pacar Keling V Elementary School, Surabaya. Research data shows that the application of Digital Games is implemented offline. The teacher's ability to carry out learning using Digital Games with an average score in cycle I is 75% and cycle II is 85.42% which is categorized as good. The increase in student interest in learning results can be seen in the results of tests carried out in 2 learning cycles. In cycle I, classical completeness results increased students' interest in learning, namely 74.2%, while in cycle II, classical completeness results were 94.6%. Based on the results of research conducted during learning from cycle I and cycle II, it can be concluded that the application of the Games-Based Learning (GBL) method to increase the learning interest of class IV students at SD Pacar Keling V Surabaya has been successful.