Optimizing Group Work In The Class Through Game And Crt Approaches In Science Learning
This research explores the optimization of group work in the classroom through the implementation of game-based learning in the subject of Social Sciences and Natural Sciences (IPAS). The study employs a Classroom Action Research (CAR) method with two cycles, focusing on a class of 28 fifth-grade students. Data were collected through pretests and post-tests, alongside observational notes to assess the impact of game-based learning on student engagement and academic performance. The results indicate a significant improvement in student achievement and group dynamics. In the first cycle, the number of students reaching the minimum competency standard increased from 3 to 10, while the number of non-passing students decreased from 25 to 18. In the second cycle, with enhanced group learning strategies, the number of students achieving competency rose dramatically from 8 to 27, with only 1 student remaining below the standard. These findings suggest that integrating game-based learning with cooperative group work effectively enhances both academic results and collaborative skills among students.
Authors
- Sri Mulyani Sabang
- Siti Nur Hidayah (ORCID: https://orcid.org/0000-0002-9849-4066)
- A Manitu
Institutions
- Tadulako University (ID)
- Brazilian Development Bank (BR)
Publication Details
- Journal
- Media Eksakta
- Published
- 2025-09-29
- DOI
- https://doi.org/10.22487/me.v21i1.4583
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00