PUZZLE GAME TO INCREASE INTEREST AND LEARNING OUTCOMES OF PKN CLASS 7E SMP NEGERI 9 MADIUN

Authors

  • Frendi Setiaji Himawan Universitas PGRI Madiun
  • Budiono Budiono Universitas PGRI Madiun, Kota Madiun
  • Ratna Puspa Darmawati SMP Negeri 9 Madiun, Kota Madiun

Keywords:

Puzzle Game, Interest in learning, Learning outcomes

Abstract

Classroom action research was carried out to solve learning problems related to the interests and learning outcomes of class 7E students at SMP Negeri 9 Madiun. The aim of this research is to describe the application of puzzle games in increasing interest in learning in PKN subjects in class 7E. To describe the application of puzzle games in improving learning outcomes in PKN subjects in class 7E. The method used in this research is a descriptive statistical quantitative analysis method, used to describe or summarize the characteristics of the quantitative data that has been collected. In this research, this technique is used to determine students' interests and learning outcomes and describe the results of the research. Meanwhile, the approach and type of research goes through four steps, namely action planning (planning), commitment to action (action), observation of actions (observing), reflection on action (reflecting). This research resulted in the implementation of a puzzle game using learning methods problem based learning proves that there is an increase in interest in learning and learning outcomes by 12% from a "good" level to a "very good" level.

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Published

2024-09-06