Improving Mathematics Learning Outcomes on Addition up to the Number 10 through the Implementation of the Problem-Based Learning Method Assisted by 'Jumping Rabbit' and 'Dakon' Learning Media in First Grade Students of SD Negeri 1 Sudimoro

  • Rukhamah Ubainahum Universitas PGRI Kanjuruhan Malang
Keywords: Problem Based Learning, Educational Games, Addition, Dakon, Mathematics Learning Outcomes, Classroom Action Research

Abstract

This study aims to improve mathematics learning outcomes on the topic of addition up to the number 10 through the implementation of the Problem-Based Learning (PBL) method assisted by the educational games "Jumping Rabbit" and "Dakon" among first grade students at SD Negeri 1 Sudimoro. The study employed a Classroom Action Research (CAR) design conducted in two cycles. Each cycle consisted of planning, action implementation, observation, and reflection. The results showed that in the pre-cycle, only 3 out of 15 students (20%) achieved the Minimum Mastery Criteria (MMC). In the first cycle, 9 students (60%) met the MMC, and in the second cycle, the number increased to 14 students (93.3%). The implementation of the PBL method assisted by the "Jumping Rabbit" and "Dakon" games proved effective in enhancing students' understanding of addition, increasing their engagement in the learning process, and improving their mathematics learning outcomes.

Published
2025-06-25