Peningkatan Hasil Belajar Siswa Kelas III pada Muatan IPAS Materi Keluargaku Melalui Model Game Based Learning Berbantuan Media Pembelajaran Gimkit

Authors

  • Nadia Nur Atika Universitas Mulawarman
  • Iksam Universitas Mulawarman
  • Nurdiyah Kurniati Universitas Mulawarman
  • Khusnul Khotimah Universitas Mulawarman
  • Achmad Rivaldy Hidayatulloh SD Tahfidz An-Najmiyatul Jannah

DOI:

https://doi.org/10.29303/goescienceed.v7i4.3421

Keywords:

Game Based Learning (GBL), Learning Outcomes, Gimkit Learning Media, Natural and Social Sciences (IPAS), Classroom Action Research (CAR)

Abstract

Natural and Social Sciences (IPAS) instruction in elementary schools requires active student engagement to ensure a meaningful understanding of concepts; however, classroom practices are often dominated by conventional methods that fail to actively involve students. Conversely, advancements in digital technology offer opportunities to utilize educational games as enjoyable and interactive learning tools. This classroom action research was motivated by the low learning outcomes of Grade III students (Al-Mulk Class) at SD Tahfidz An-Najmiyatul Jannah in the Natural and Social Sciences (IPAS) subject, specifically regarding the topic "My Family." Initial assessments revealed that no students met the minimum mastery score of 75. The study aimed to improve student learning outcomes by implementing a Game-Based Learning (GBL) model supported by Gimkit as a digital learning medium. The research employed the Kemmis and McTaggart classroom action research model, conducted over two cycles, with each cycle comprising two meetings. The subjects were eight Grade III students during the 2025/2026 academic year. Data were collected through observation, interviews, learning outcome tests, documentation, and student response questionnaires, and subsequently analyzed using descriptive analysis. The results demonstrated a gradual improvement in student learning outcomes; the average score rose from 62.5 in the pre-cycle stage to 76 in Cycle I (with a classical mastery rate of 60%) and further increased to 80.93 in Cycle II (with classical mastery reaching 100%). Teacher activity levels rose from 93.18% to 97.73%, while student activity levels increased from 89.29% to 96.43%. Furthermore, students demonstrated a highly positive response to the use of Gimkit, with a response rate of 95.6%. These findings indicate that integrating the GBL model with Gimkit offers an interactive, engaging, and student-centered learning alternative to enhance learning outcomes at the primary education level.

 

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Published

2026-10-05

How to Cite

Atika, N. N., Iksam, Kurniati, N., Khotimah, K., & Hidayatulloh, A. R. (2026). Peningkatan Hasil Belajar Siswa Kelas III pada Muatan IPAS Materi Keluargaku Melalui Model Game Based Learning Berbantuan Media Pembelajaran Gimkit. Jurnal Pendidikan, Sains, Geologi, Dan Geofisika (GeoScienceEd Journal), 7(4), 5997–6005. https://doi.org/10.29303/goescienceed.v7i4.3421