Peningkatan Hasil Belajar Siswa Kelas melalui Model REACT (Relating, Experiencing, Applaying, Cooperating, Transfering) Berbasis Permainan Squid Game

  • Riesma Dwi Mayanti Universitas PGRI Kanjuruhan Malang
  • Sri Rahayu Universitas PGRI Kanjuruhan Malang
  • Indra Wahyuny Universitas PGRI Kanjuruhan Malang
  • Belinda Permata Sari Universitas PGRI Kanjuruhan Malang
Keywords: REACT Learning Model, Squid Game, Mathematics Learning Outcomes

Abstract

This study aims to determine the improvement in learning outcomes of third grade students at SDN Kebonsari 3, Malang City, through the application of the REACT (Relating, Experiencing, Applaying, Cooperating, Transferring) learning model based on the Squid Game game. This study used a descriptive qualitative approach with a Classroom Action Research (CAR) design. The subjects were 25 third-grade students at SDN Kebonsari 3, Malang City. Data were collected from three cycles. The results showed that the REACT learning model based on the Squid Game game resulted in significant improvements, with an average grade point average of 80.2 for the entire class and a completion rate of 88%. Based on these results, it can be concluded that the REACT (Relating, Experiencing, Applaying, Cooperating, Transferring) learning model based on the Squid Game game can improve student learning outcomes in class 3B SDN Kebonsari 3, Malang City, in Mathematics, especially in the topic of presenting data in tables.

Published
2025-02-06
Section
Articles