Penerapan Model Game Based Learning (GBL) Berbasis Wordwall untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa Kelas III Sekolah Dasar Negeri 116/X Lambur II

Authors

  • Upit Hofifah Universitas Islam Negeri Sultan Thaha Saifuddin
  • Mislan Mislan Universitas Islam Negeri Sultan Thaha Saifuddin

DOI:

https://doi.org/10.61132/ikhlas.v2i2.720

Keywords:

Learning, outcomes, Natural, Social

Abstract

In the beginning, the Natural and Social Sciences (IPAS) Learning Activities in Grade III of Elementary School 116/X Lambur II used a learning model that was not varied, especially still using conventional learning models, so that the learning process in the classroom did not use technology at all. The lack of use of learning models that were less varied, coupled with learning media that only relied on books, made students feel bored and less interested in participating in learning. This research is a Classroom Action Research (CAR) which was carried out in two cycles consisting of planning, implementation, observation and reflection. The subjects in this study were Grade III students of Elementary School 116/X Lambur II. Data analysis techniques: data reduction, data presentation, and conclusions or verification, while data sources: resource persons, documentation, and teaching and learning processes. The results of this study indicate that there is an increase in students' creative thinking skills. Starting from the pre-cycle of learning activities that have not used the Game Based Learning model, student learning outcomes are only 5 out of 20 students who are said to have completed with a percentage of 20% with an average score of 49. Furthermore, from the results of the cycle I action, the minimum score has not been reached, so the study was continued in the cycle II action by making several improvements from the results of the cycle I reflection. From the results of the cycle II action, there was an increase where 18 out of 20 students were declared complete with a percentage of completion of 90% and obtained an overall average score of 85.

References

Andi Sadriani, M., Ridwan Said Ahmad, & Ibrahim Arifin. (2023). Peran guru dalam perkembangan teknologi pendidikan di era digital. Seminar Nasional Dies Natalis 62, 1, 32–37. https://doi.org/10.59562/semnasdies.v1i1.431

Azizah, A. (2021). Pentingnya penelitian tindakan kelas bagi guru dalam pembelajaran. Auladuna: Jurnal Prodi Pendidikan Guru Madrasah Ibtidaiyah, 3(1), 15–22. https://doi.org/10.36835/au.v3i1.475

Darmawan, I. P. A., Hidana, R., Hasibuan, A. K. H., Ma’arif, M., Irwanto, Kristanto, T., Tanti Sri Kuswiyanti, S., Pulungan, N. A., Surahmat, A., & Sallu, S. (2022). Pengajaran berbasis teknologi digital.

Kurniawan, R., Nelson, A., Jofia, N., & Utami, V. F. (2022). Membangun dan mendidik generasi anti korupsi bersama SMP Yos Sudarso. Prosiding National Conference for Community Service Project (NaCosPro), 4(1), 269–275.

Natalis Sukma Permana. (2020). Game based learning sebagai salah satu solusi dan inovasi pembelajaran bagi generasi digital native. Pendidikan Agama Katolik, 9(2), 110. https://doi.org/10.12681/edusc.3109

Octavia. (2024). Penerapan model game based learning berbasis Wordwall untuk meningkatkan minat belajar sejarah siswa kelas XI fase 2 SMA Negeri 3 Kota Jambi, 7.

Oktavia, R. (2022). Game based learning meningkatkan efektivitas belajar siswa. OSF Preprints, 1–7.

Padang, R. (2020). Peningkatan berpikir kreatif dan sikap belajar mandiri melalui metode pembelajaran jigsaw pada mata pelajaran pendidikan. Ability: Journal of Education and Social, 1(1), 22–34.

Priyonggo. (2017). Fungsi game based learning dalam pembelajaran. Fungsi game based learning dalam pembelajaran.

Wibawa, A. C. P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2020). Game-based learning (GBL) sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal. INTEGRATED (Journal of Information Technology and Vocational Education), 2(1), 49–54. https://doi.org/10.17509/integrated.v3i1.32729

Yustina, A. F., & Yahfizham, Y. (2023). Game based learning matematika dengan metode squid game dan among us. Jurnal Cendekia: Jurnal Pendidikan Matematika, 7(1), 615–630. https://doi.org/10.31004/cendekia.v7i1.1946

Downloads

Published

2025-02-25

How to Cite

Upit Hofifah, & Mislan Mislan. (2025). Penerapan Model Game Based Learning (GBL) Berbasis Wordwall untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa Kelas III Sekolah Dasar Negeri 116/X Lambur II. Ikhlas : Jurnal Ilmiah Pendidikan Islam, 2(2), 41–56. https://doi.org/10.61132/ikhlas.v2i2.720

Similar Articles

1 2 3 4 > >> 

You may also start an advanced similarity search for this article.