Manfaat Game Based Learning dalam Meningkatkan Keaktifan Siswa pada Mata Pelajaran Fiqih Kelas VIII Smp Plus Bina Pandu Mandiri
Abstract
This research aims to improve student learning outcomes in the use of game based learning for class VIII SMP Plus Bina Pandu Mandiri. Therefore, this research applies the crossword puzzle game as media. This type of research is Classroom Action Research (PTK). This Classroom Action Research was carried out in two cycles, this research process had four planning stages, namely data collection, data reduction, data presentation, and drawing conclusions. This research was carried out at SMP Plus Bina Pandu Mandiri and the research subjects this time were 27 class VIII students. This research uses a type of Classroom Action Research method, namely observation, interviews, classroom action observation and documentation. This research was conducted using 2 cycles. Cycle 1 was carried out on Monday 22 April 2024 with a percentage gain of 55%. Cycle 2 was carried out on Wednesday 24 April 2024 with a percentage gain of 81%. From a comparison of the two cycles, there is a very significant increase of 26%. It is proven that increasing the use of crossword puzzle game media is very effective.
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