Bamboozle
Bamboozle
Bamboozle
Abstrak: Keterampilan dalam melakukan operasi hitung perkalian sangat rendah dimiliki oleh
Accepted: siswa SD kelas 2. Tujuan dari penelitian pada artikel ini adalah untuk mengetahui pengaruh
10 Agustus 2022 model pembelajaran berbasis game berbantuan “baamboozle” terhadap keterampilan operasi
10th August 2022 hitung perkalian siswa kelas 2 SD Islam Al Hidayah Tahun Pelajaran 2021/2022. Penelitian
menggunakan penelitian kuantitaif eksperimen dengan desain One Group Pretest-Posttest.
Penelitian menggunakan sampel jenuh sebagai teknik pengambilan sampel dan tes sebagai
metode pengumpulan data. Hasil penelitian menunjukkan bahwa rerata skor sebelum
perlakuan sebesar 63,33 lebih rendah dari skor rerata pasca perlakuan sebesar 91,90. Dengan
teknik analisis data uji wilcoxon, dari 21 sampel penelitian semuanya mengalami kenaikan
nilai dari pretes ke postes dengan rata-rata kenaikan sebesar 11.00. Kemudian dengan melihat
nilai Asymp. Sig. (2-tailed) 0.000 < 0.05 yang berarti bahwa terdapat pengaruh yang
signifikan penerapan pembelajaran berbasis model Game berbantuan “Baamboozle” terhadap
keterampilan operasi hitung perkalian siswa kelas 2 SD Islam Al-Hidayah tahun pelajaran
2021/2022.
Published:
Kata Kunci: baamboozle, model pembelajaran berbasis game, Matematika, Perkalian
25 Agustus 2022
25th August 2022
CITATION
Rahayu, I, R., & Rukmana, D. (2022). The Effect of Game-Based Learning Model Assisted by
Baamboozle on The Multiplication Skills of Elementary School Students. Primary:
Jurnal Pendidikan Guru Sekolah Dasar, 11 (4), 1265-1274. DOI:
http://dx.doi.org/10.33578/jpfkip.v11i4.9000.
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1265
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1266
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1267
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
be used for offline and online learning Inviting the bamboozle game, students can learn and
students to learn and play at the same time so play at the same time so that children do not
that children are not bored in learning get bored in learning mathematics, and hope
mathematics, and hope that students are able to that students are able to be more proficient in
be more proficient in performing performing arithmetic operations quickly.
multiplication arithmetic operations.
METHOD
The relationship between game-based This research uses experimental
learning models, bamboozle and the quantitative research with the type of Pre-
multiplication skills Experimental Design research. The research
Game Based Learning model is a design used in this study was the One-Group
learning model that presents teaching materials Pretest-Posttest. (Sugiyono, 2019) In the study,
in the form of games. Games are media that two tests were conducted, namely the pretest
are used to be used as motivational learning. before learning and the posttest after the
Skills affect the cognitive and emotional users learning was carried out. The effect of the
who use power as a medium of learning application of the learning model will be seen
(Wibawa et al., 2021). Educational game- from the changes in the average pretest and
based learning can be used to increase students' posttest scores. (Yusuf, 2014)
creativity according to school situations and This research was conducted on
conditions and finally the use of game-based second grade students at Al-Hidayah Islamic
learning which is an instructional and Elementary School whose address is at Jl.
educative recommended in learning Srengseng Sawah No. 74 Kelurahan Srengseng
mathematics. (Mohd et al., 2020) Sawah, Jagakarsa Subdistrict, South Jakarta
Teachers play a key role in digital DKI Jakarta 12640. The time of conducting the
game-based learning, which can be useful for research is in the even semester in May of the
students in basic education especially in 2021/2022 academic year. The research
multiplication arithmetic operations skills. sample used was 21 students consisting of 10
Game-Based Learning is influential in learning male and 11 female.
abstract concepts, is fun, and allows students to In this study, researchers using several
benefit from the experiences of other techniques in data collection such as
classmates. Also, with characteristics such as observation, and measurement technique in the
engaging, exciting and emotionally arousing, form of a test. The data collection method used
and considering the excitement of the learning is a test where the instrument used is in the
concept in this Game-Based Learning (Partovi form of 20 multiple choice questions that have
& Razavi, 2019). gone through the examination stage of two
Because multiplication material experts in the field of mathematics and tested
requires repeated practice in order to have for validity and reliability by conducting trials.
skills fluently (Mei et al., 2020). So with the This research was carried out for 2
use of the Game Based Learning model and meetings referring to the prepared syllabus and
also assisted by the "Baamboozle" media, can lesson plans. The treatment used in this
help students to continue to practice research is game based learning with the help
multiplication repeatedly,where Baamboozle is of "Baamboozle". This treatment consists of
a game model of edugames that breeds quiz several stages as show in figure 1.
competitions (Krisbiantoro, 2020). Through
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1268
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
The first step is the preparation stage. begins to analyze the data that has been
At this stage the researcher made observations obtained and then makes a report and
at the school where the research was conducted concludes the results of the research
and the mathematics learning process in class The data analysis method uses the
2. then identify problems based on the results SPSS 25.0 for windows application which
of these observations and make learning tools consists of three stages. First, a descriptive
such as lesson plans for carrying out the statistical test was conducted to see the general
teaching and learning process. before doing the condition of the research data. Second,
research, the researcher validated the normality test and homogeneity test were
instrument which was tested by expert carried out as prerequisite tests for parametric
lecturers, then tested the questions in the class statistics. Third, a hypothesis test was
where the research was carried out after getting conducted to see whether there was a
the data followed by calculating the reliability significant difference from the average of the
of the instrument. The second step is the two samples at the significance level of = 5%.
implementation stage, at this stage the
researchers carried out the planned learning in RESULTS
accordance with the lesson plans that had been Based on the results of the descriptive
made by applying game-based learning with statistical test as shown in table 1, it was found
the help of "Baamboozle" to the class being that the results of the pretest were in the range
studied. After that, the researcher gave of values of 30-90 with an average value of
questions after carrying out the treatment to 63.33, while the results of the post-test were in
find out how far the students' multiplication the range of 80-100 with an average value of
arithmetic operation skills were. The third step 91.90. both results showed an increase from
is the final stage, at this stage the researcher the pretest score to the posttest score.
Based on the normality test which was significance value was 0.046 < 0.05, which
analyzed using SPSS 25.0 for windows as means that the data is not normally distributed.
shown in table 2, it was found that the
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1269
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
Because the data are not normally 3, it was found that of the 21 research samples,
distributed, the hypothesis testing will use non- all of them experienced an increase in value
parametric statistics using the Wilcoxon test. from pretest to posttest with an average
Based on the Wilcoxon test as shown in table increase of 11.00.
Table 3. Ranks
N Mean Rank Sum of Ranks
Postest - Pretest Negative Ranks 0a .00 .00
Positive Ranks 21b 11.00 231.00
Ties 0c
Total 21
a. Postest < Pretest
b. Postest > Pretest
c. Postest = Pretest
Furthermore, by looking at the Asymp arithmetic operation skills obtained from the
value. Sig. (2-tailed) 0.000 < 0.05, which pretest and posttest scores.
means that there is a significant increase from The data from the results of students'
the pretest score to the posttest score, so it can arithmetic operations skills consist of pretest
be concluded that there is a significant effect and posttest scores that have been done by
from the application of the "Baamboozle" students. The pretest was carried out by the
assisted Game Based Learning learning model researcher by giving an initial test before the
on the multiplication operation skills of 2nd implementation of the learning model in the
grade elementary school students. experimental class. Skills in multiplication
operations for class 2 SDI Al Hidayah using
DISCUSSION the Game Based Learning model assisted by
Before conducting the research, the "Baamboozle" shows that the results of the
validity and reliability tests were carried out at study indicate that the average score before
SD Negeri Cijantung 06 Pagi with the number being given treatment (63.33) is lower than the
of students as many as 23 students. The results average score after the treatment is given
of the validity test of the 20 questions tested (91.90). The results of the hypothesis test
were obtained as many as 10 questions which revealed that of the 21 students who were
were declared valid and then the instrument given treatment, all of them experienced an
reliability test was carried out on the 10 increase in grades, with an average increase of
questions. And based on the calculation of the 11.00. Then by looking at the Asymp value.
results obtained rcount = 0.866 and rtable = Sig. (2-tailed) 0.000 < 0.05 which means that
0.396. Because rcount > rtable, the instrument there is a significant increase in the value, so it
is declared to be very reliable and feasible to can be concluded that there is an influence of
be used in research. The research was the "Baamboozle" assisted Game Based
conducted to determine the multiplication Learning learning model on students'
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1270
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
multiplication arithmetic operation skills. This becomes more fun and interactive because
is reinforced by the theory which says that students immerse themselves in it and
game-based learning has succeeded in participate more actively in learning activities.
attracting students' attention. Learning (Hung et al., 2019)
Learning with game-based learning (Wibawa et al., 2021). This advantage makes
models has advantages including: The learning fun and encourages students to think
advantages of Game-Based Learning include: positively to solve all in-game tasks. The
(1) Interactive, fun and trains collaboration and Bamboozle website allows classroom games to
new thinking, (2) Facilitates the learning stage be presented in digital format, with a
because it can relieve stress, (3) Has its own compelling look and automatic evaluation of
charm to learn and gets good feedback. fun and each student's answers, making it difficult for
useful, (4) Can measure the level of students to have fun performing multiplication
understanding, train memory, relax after operations.
learning, and trigger enthusiasm for learning
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1271
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1272
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1273
PRIMARY: JURNAL PENDIDIKAN GURU SEKOLAH DASAR
VOLUME 11 NOMOR 4 AGUSTUS 2022
ISSN : 2303-1514 | E-ISSN : 2598-5949
DOI : http://dx.doi.org/10.33578/jpfkip.v11i4.9000
https://primary.ejournal.unri.ac.id/index.php/JPFKIP
Irma Retno Rahayu, Diki Rukmana | Baamboozle, Game Based Learning, Mathematic, Multiplication
Pages | 1274