KnE Social Sciences

ISSN: 2518-668X

The latest conference proceedings on humanities, arts and social sciences.

Application of Problem-based Learning Learning Model with Game Approach to Improve Learning Outcomes in Class X-4 SMAN 8 Malang

Published date: Jun 05 2023

Journal Title: KnE Social Sciences

Issue title: International Conference on Innovation and Teacher Professionalism 2022 (ICITEP)

Pages: 148–157

DOI: 10.18502/kss.v8i10.13440

Authors:

Ria Agnisari RamadhannaMathematics Teacher Professional Education, State University of Malang, Malang City

Trianingsih Eni LestariMathematics Lecturer, State University of Malang, Malang City

Elisa Dewi PuspitasariMathematics Teachers, SMAN 8 Malang, Malang City

Abstract:

The background of this study is that the learning motivation of students in participating in mathematics learning is very low, this can be seen in the basic ability test conducted before starting early semester learning, the average class score was 23.6 with only 16 students who had scores above the grade average of around 44.4%. In addition, from the results of interviews with grade X-4 children, information was obtained that learning in previous junior high schools was only teacher-centered and learning was carried out online, thus leading to lack of understanding of mathematics ion students. The lack of teaching aids is also one of the obstacles by teachers in the learning process. Students are also still shy in expressing opinions, so they still need to be guided in order to express their opinions. The purpose of this study is to apply the problem-based learning (PBL) learning model with a game approach to improve the learning outcomes of class X-4. This research was conducted at SMAN 8 Malang for two cycles and consisted of three stages, namely planning, implementation of actions and action results (do), and reflection (see). The results of this study showed that the results of changes in the final test results of cycle I and cycle II using the game approach showed a better development in the percentage in each cycle, which was 42.4%, with an average value of 21.36 in cycle I and to 94.4%, with an average value of 89.1 in cycle II. In this case, it can be concluded that the application of the PBL model with a game approach can improve the learning outcomes of grade X-4 students of SMAN 8 Malang.

Keywords: problem-based learning, Game, learning outcomes

References:

[1] Mashuri S. Mathematics Learning Media. 2019.

[2] Seibert SA. Problem based learning: A strategy to foster generation Z’s critical thinking and perseverance. 2021.

[3] Salari R, Zarifi, Tarmizi. Pure PBL, hybrid PBL and lecturing: Which one is more effective in developing cognitive skills of undergraduate students in pediatric nursing course. 2018.

[4] Handini A. Application of game methods to increase student mathematics learning motivation. 2014.

[5] Oktaviani T, Goddess ERS, Kiswoyo. Application of active learning with bingo game method to improve mathematics learning outcomes. 2019.

[6] Anwar K, Jurotun. Improvement of high school student activities and learning outcomes in dimension three through a PBL learning model assisted by props. 2019.

Download
HTML
Cite
Share
statistics

126 Abstract Views

143 PDF Downloads