Peningkatan Prestasi Belajar Matematika Siswa SD Melalui Model Pembelajaran Treasure Hunt
DOI:
https://doi.org/10.31539/tc00at67Keywords:
Instruksi terintegrasi-permainan, Pengembangan kompetensi numerik, Metodologi kolaboratif-sebaya, Inkuiri pedagogis siklikal, Pendidikan tingkat-primerAbstract
This classroom action research aimed to improve third-grade students’ mathematics achievement on decimal numbers through a game-based Treasure Hunt learning model. The study employed the Kemmis and McTaggart classroom action research design carried out in two cycles, each consisting of planning, acting, observing, and reflecting stages, involving 28 third-grade students of SD Islam Sabilillah Malang. Data were collected using mathematics achievement tests, observation sheets for students’ activities and instructional implementation, and a learning motivation questionnaire. The results showed that the mean score increased from 61.8 at the pre-test to 72.4 in the first-cycle post-test and 81.6 in the second-cycle post-test, while mastery learning improved from 35.7% to 89.3%, with a normalized gain of 0.52 (medium category). Students’ motivation reached an average score of 4.1 (high category), and instructional implementation achieved 94.6% (very good category). In conclusion, the Treasure Hunt learning model is effective in enhancing students’ mathematics achievement, motivation, and engagement in elementary mathematics learning.
Keywords: Game-Based Learning, Mathematics Achievement, Motivation, Treasure Hunt.
References
Adrillian, H., Mariani, S., & Prabowo, A. (2025). Development of An Android-Based Educational Game to Improve Junior High School Students’ Mathematical Numeracy Skills. Al-Jabar: Jurnal Pendidikan Matematika, 16(2), 519–534. https://doi.org/10.24042/ajpm.v16i2.27869
Anggoro, B. S., Dewantara, A. H., Suherman, S., Muhammad, R. R., & Saraswati, S. (2025). Effect of Game-Based Learning on Students’ Mathematics High Order Thinking Skills: A Meta-Analysis. Revista de Psicodidactica, 30, 500158. https://doi.org/10.1016/j.psicoe.2024.500158
Apriyantini, N. P. D., Warpala, I. W. S., & Sudatha, I. G. W. (2024). Game Edukasi Berbasis Matematika Realistik untuk Meningkatkan Kemampuan Pemahaman Konsep pada Mata Pelajaran Matematika. Jurnal Teknologi Pembelajaran Indonesia, 14(1). https://doi.org/10.23887/jurnal_tp.v14i1.3085
Cai, Z., Mao, P., Wang, D., He, J., Chen, X., & Fan, X. (2022). Effects of scaffolding in Digital Game-Based Learning on Students’ Achievement: A three-Level Meta-Analysis. Educational Psychology Review, 34(2), 537–574. https://doi.org/10.1007/s10648-021-09655-0
Chen, P.-Y., Hwang, G.-J., Yeh, S.-Y., Chen, Y.-T., Chen, T.-W., & Chien, C.-H. (2022). Three Decades of Game-Based Learning in Science and Mathematics Education: An Integrated Bibliometric Analysis And Systematic Review. Journal of Computers in Education, 9(3), 455–476. https://doi.org/10.1007/s40692-021-00210-y
Dan, N. N., Trung, L. T. B. T., Nga, N. T., & Dung, T. M. (2024). Digital Game-Based Learning in Mathematics Education At Primary School Level: A Systematic Literature Review. Eurasia Journal of Mathematics, Science and Technology Education, 20(4). https://doi.org/10.29333/ejmste/14377
Ergül, E., & Doğan, M. (2022). Using Game-Based Learning in Place Value Teaching In Primary School: A Mixed-Method Study. International Journal of Progressive Education, 18(5), 1–17. https://doi.org/10.29329/ijpe.2022.467.1
Ersen, Z. B., & Ergul, E. (2022). Trends of Game-Based Learning in Mathematics Education: A Systematic Review. International Journal of Contemporary Educational Research, 9(3), 603–623. https://doi.org/10.33200/ijcer.1109501
Fajriyah, N., & Wahyudi, A. B. E. (2025). Studi Literatur: Penerapan Model Game Based Learning (GBL) untuk Meningkatkan Hasil Belajar Matematika Siswa Sekolah Dasar. Social, Humanities, and Educational Studies (SHES): Conference Series, 8(3). https://doi.org/10.20961/shes.v8i3.107410
Hii, B. H., & Mahmud, M. S. (2023). Influence of Game-Based Learning In Mathematics Education on The Students’ Cognitive And Affective Domain: A Systematic Review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1105806
Hussein, M. H., Ow, S. H., Elaish, M. M., & Jensen, E. O. (2022). Digital Game-Based Learning in K–12 Mathematics Education: A Systematic Literature Review. Education and Information Technologies, 27(2), 2859–2891. https://doi.org/10.1007/s10639-021-10721-x
Karakoç, B., Eryılmaz, K., Özpolat, E. T., & Yıldırım, İ. (2022). The effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study. Technology, Knowledge and Learning, 27, 207–222. https://doi.org/10.1007/s10758-020-09471-5
Kemmis, S., McTaggart, R., & Nixon, R. (2014). The Action Research Planner: Doing Critical Participatory Action Research. Springer.
Kusmaryono, I., Wijayanti, D., & Maharani, H. R. (2022). Number of Response Options, Reliability, Validity, and Potential Bias in The Use of The Likert Scale Education and Social Science Research: A Literature Review. International Journal of Educational Methodology, 8(4), 625–637. https://doi.org/10.12973/ijem.8.4.625
Martia, L. A., & Nurafni, N. (2023). The Impact of Treasure Hunt Games on Learning Outcomes in Time Measurement. Al-Jabar : Jurnal Pendidikan Matematika. https://doi.org/10.24042/ajpm.v14i2.18237
Nadia, N., Supriyatman, S., & Laudea, S. D. (2025). Penerapan model Pembelajaran Game Based Learning dalam Meningkatkan Hasil Belajar Matematika Siswa Kelas V SD Inpres Bumi Sagu. Indonesian Journal of Education, 2(2), 298–301. https://doi.org/10.71417/ije.v2i2.1113
Nur, M. A. (2025). Efektifitas Permainan Tradisional Terhadap Hasil Belajar Matematika Siswa Sekolah Dasar: Literature Review. Jurnal Ilmiah Matematika (JIMAT), 6(1), 165-182. https://doi.org/10.63976/jimat.v6i1.808
Pan, Y., Ke, F., & Xu, X. (2022). A Systematic Review Of The Role Of Learning Games In Fostering Mathematics Education in K–12 settings. Educational Research Review, 36. https://doi.org/100448
Pratama, A., Widjaya, L., Ananda, R., & Nugraha, F. (2023). Pengaruh Game-Based Learning terhadap Penguasaan Materi Matematika Siswa SD. Central Publisher, 1(10), 1229–1236.
Qirom, M. S. (2023). A systematic Literature Review on The Effect of Traditional Games in Mathematics Teaching and Learning (Scopus database). JIIP: Jurnal Ilmiah Ilmu Pendidikan, 6(9). https://doi.org/10.54371/jiip.v6i9.2034
Resti, K. Y., & Desyandri, D. (2021). Kontribusi metode Treasure Hunt Game dan Kreativitas Guru terhadap Hasil Belajar Siswa Dalam Pembelajaran Tematik Terpadu di Sekolah Dasar. Jurnal Inovasi Pendidikan Dan Pembelajaran Sekolah Dasar, 5(1). https://doi.org/10.24036/jippsd.v5i1.113920
Rohimah, I., & Ahmala, M. (2025). The Impact of Outdoor Learning Based on Treasure Hunt Games on Multiplication Learning. Abdau: Jurnal Pendidikan Madrasah Ibtidaiyah, 8(1), 13–29. https://doi.org/10.36768/abdau.v8i1
Setiawan, Y. (2020). Pengembangan Model Pembelajaran Matematika SD Berbasis Permainan Tradisional Indonesia dan Pendekatan Matematika Realistik. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(1), 12–21. https://doi.org/10.24246/j.js.2020.v10.i1.p12-21
Sun, L., Ruokamo, H., Siklander, P., Li, B., & Devlin, K. (2021). Primary School Students’ Perceptions of Scaffolding in Digital Game-Based Learning In Mathematics. Learning, Culture and Social Interaction, 28. https://doi.org/100457
Tokac, U., Novak, E., & Thompson, C. (2019). Effects Of Game-Based Learning on Students’ Mathematics Achievement: A Meta-analysis. J. Comput. Assist. Learn., 35, 407–420. https://doi.org/10.1111/JCAL.12347
Vankus, P. (2021). Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review. Mathematics, 9(9), 986. https://doi.org/10.3390/math9090986
Xiang, M., Zhang, L., Liu, Y., Wang, X., & Shang, J. (2025). Acquisition of Math knowledge in Digital and Non-digital Game-Based Learning Classrooms: Impact of Intrinsic Motivation and Cognitive Load. Entertainment Computing, 52, 100869. https://doi.org/https://doi.org/10.1016/j.entcom.2024.100869
Yanuarto, W. N., Setyaningsih, E., & Umiatun, K. N. (2023). Kahoot! As A Collaborative Gamified Mathematics Learning Platform for Indonesian Junior School Students. Al-Jabar: Jurnal Pendidikan Matematika, 14(1), 99–108. https://doi.org/10.24042/ajpm.v14i1.16623
Yonanda, P., Susanti, E., Avida, N., Triana, N., & Ramadhona, N. F. (2025). Media pembelajaran Berbasis Permainan dalam Mata Pelajaran Matematika untuk Meningkatkan Motivasi Belajar Siswa. JMES (Journal Mathematics Education Sigma), 6(1), 41–53. https://doi.org/10.30596/jmes.v6i1.20794
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Isbadar Nursit, Ria

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

