GAME EDUKATIF BAAMBOOZLE DAN PENGARUHNYA TERHADAP MINAT BELAJAR SISWA MADRASAH IBTIDAIYAH

Ailsya Aprilia Andara Earlin, Lia Nur Atiqoh Bela Dina, Bagus Cahyanto

Abstract


This research is motivated by the low level of student interest in learning science in third grade. This is evident in suboptimal student attention, lack of interest in the learning material, a less conducive classroom, and the tendency of students to be passive or engage in activities during learning. One effort to increase student interest is to use engaging and interactive learning media. Game-based learning media such as Baamboozle can create a more enjoyable learning environment and actively engage students in the learning process. Therefore, this study aims to determine the effect of using Baamboozle on third grade students' interest in science. This study used a quantitative approach with an experimental research approach. The subjects were 50 third grade students at MI Nurul Ulum Arjosari. Data collection used a learning interest questionnaire designed based on student interest indicators. The data obtained were then analyzed using the nonparametric Mann-Whitney U statistical test to determine whether or not the use of Baamboozle influenced students' interest in science. The results of the study indicate that the use of Baamboozle media significantly influenced third-grade students' interest in learning science. This suggests that the use of interactive, game-based learning media can increase students' attention, interest, engagement, and persistence in the learning process. Based on these results, it can be concluded that Baamboozle media can be used as an effective alternative learning medium to increase student interest in learning, particularly in science.

 

Keywords: Baamboozle, interest in learning, learning media.


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References


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