The Implementation of Game-Based Learning through the 'Dakword Challenge' to Enhance Learning Activities in Grade IX Social Studies Classes

This study aims to improve students' learning activity in social studies subjects through the implementation of Dakword Challenge game-based learning. The problems raised are the low participation, discussion, and enthusiasm of class IX-5 students of SMP Negeri 6 Malang. Dakword Challenge combines the traditional dakon game with digital media Wordwall in the Teams Games Tournament (TGT) cooperative learning model. The study used the Classroom Action Research (CAR) method for two cycles. Data were collected through observation, interviews, documentation, and tests. The results showed a significant increase in student learning activity. In cycle I, most students (67.75%) were in the medium category and only 9.68% were in the high category. After improving the strategy in cycle II, 61.29% of students reached the high category and only 6.45% were in the low category. Improvements include more systematic delivery of rules, initial simulations, and role rotation in groups. Dakword Challenge-based learning has proven effective in improving students' social studies learning activity. In cycle I, many students had learning activity in the medium category with a total of 67.75%, only 9.68% were in the high category, and 22.58% were in the low category. After improvements were made in cycle II, learning activity increased significantly with 61.29% of students in the high category, 6.45% in the low category, and 32.26% in the medium category. Thus, from this study it is known that Dakword Challenge game-based learning is effective in increasing the learning activity of students in social studies subjects.

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Publication Details

Journal
heritage
Published
2025-06-30
DOI
https://doi.org/10.35719/hrtg.v6i1.186
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The Implementation of Game-Based Learning through the 'Dakword Challenge' to Enhance Learning Activities in Grade IX Social Studies Classes

Syamsul Bachri, Ifa Alfani Khoiriyah, Esthi Wahyu Utami
heritage
Educational Games and Gamification
article

The Implementation of Game-Based Learning through the 'Dakword Challenge' to Enhance Learning Activities in Grade IX Social Studies Classes

Syamsul Bachri, Ifa Alfani Khoiriyah, Esthi Wahyu Utami
article en

Abstract

This study aims to improve students' learning activity in social studies subjects through the implementation of Dakword Challenge game-based learning. The problems raised are the low participation, discussion, and enthusiasm of class IX-5 students of SMP Negeri 6 Malang. Dakword Challenge combines the traditional dakon game with digital media Wordwall in the Teams Games Tournament (TGT) cooperative learning model. The study used the Classroom Action Research (CAR) method for two cycles. Data were collected through observation, interviews, documentation, and tests. The results showed a significant increase in student learning activity. In cycle I, most students (67.75%) were in the medium category and only 9.68% were in the high category. After improving the strategy in cycle II, 61.29% of students reached the high category and only 6.45% were in the low category. Improvements include more systematic delivery of rules, initial simulations, and role rotation in groups. Dakword Challenge-based learning has proven effective in improving students' social studies learning activity. In cycle I, many students had learning activity in the medium category with a total of 67.75%, only 9.68% were in the high category, and 22.58% were in the low category. After improvements were made in cycle II, learning activity increased significantly with 61.29% of students in the high category, 6.45% in the low category, and 32.26% in the medium category. Thus, from this study it is known that Dakword Challenge game-based learning is effective in increasing the learning activity of students in social studies subjects.

heritageVol. 6(1)
State University of Malang (ID)
Openalex Percentile: Top 79%
Educational Games and Gamification
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