Penerapan Media Pembelajaran Smart Box Berbasis Games Pada Mata Pelajaran Matematika Untuk Meningkatkan Keaktifan Peserta Didik Di Kelas II SDN Bumiayu Kota Malang
Abstract
Abstract: This study aims to determine the application of Game-based Smart Box learning media in Mathematics Subjects to Increase Student Activity in Class II by using classroom action research (PTK) which aims to increase student activity in learning. The subject of this study is Class II students at SDN Bumiayu 1 Malang with a total of 28 students. The data analysis used in this study is qualitative and quantitative using data collection techniques in the form of tests and observations. This research was carried out with 2 cycles that are interrelated and related to implementation and observation. This is evidenced by the first cycle obtaining a percentage of approximately 70% and thel second cycle obtaining a percentage of approximately 89%. Thus, the application of Game-based Smartl Box learning media in Mathematics subjects to Grade II students at SDN Bumiayu 1 Malang City shows good results.