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.

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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
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article

Optimizing Group Work In The Class Through Game And Crt Approaches In Science Learning

Sri Mulyani Sabang, Siti Nur Hidayah, A Manitu
Media Eksakta
Educational Games and Gamification
article

Optimizing Group Work In The Class Through Game And Crt Approaches In Science Learning

Sri Mulyani Sabang, Siti Nur Hidayah, A Manitu
article en

Abstract

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.

Media EksaktaVol. 21(1)
Tadulako University (ID), Brazilian Development Bank (BR)
Openalex Percentile: Top 71%
Educational Games and Gamification
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Optimizing Group Work In The Class Through Game And Crt Approaches In Science Learning — Sri Mulyani Sabang, Siti Nur Hidayah, et al. · Media Eksakta (2025) | TGRS Research Map | TGRS