Penerapan Media Labirin Waktu pada Pembelajaran Matematika untuk Meningkatkan Hasil Belajar Siswa Kelas II Sekolah Dasar The Use of Time Maze Media in Mathematics Learning to Improve Learning Outcomes of Second Grade Elementary School Students
Main Article Content
Abstract
The low learning outcomes of students in the Mathematics subject in Class II-C at UPT SD Negeri 060913 Medan are caused by the lack of engaging instructional media that align with the characteristics of early-age learners. This study aims to improve student learning outcomes on the topic of time measurement through the implementation of Labirin Waktu media, an educational game-based tool designed to train logic, concentration, and arithmetic skills through time-themed maze challenges. This research is a Classroom Action Research (Penelitian Tindakan Kelas, PTK) conducted in two cycles involving 19 students, with stages including planning, implementation, observation, and reflection in each cycle. Data were collected through observations of teacher and student activities as well as learning outcome tests. The results show an increase in student learning mastery from 57.89% in the pre-cycle to 68.42% in Cycle I, and a significant rise to 89.47% in Cycle II. Additionally, teacher and student activities during the learning process also improved, reflecting active involvement and learning enthusiasm. These findings indicate that Labirin Waktu media is effective in enhancing learning outcomes and student engagement in Mathematics learning. The implication is that this medium can serve as an innovative alternative to create a more meaningful and enjoyable learning process for elementary school students.

Citation Metrics:
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Alfandi, A., Karma, I. N., & Jiwandono, I. S. (2021). Pengaruh Pengunaan Media Labirin Terhadap Minat Belajar Peserta Didik Pada Muatan Materi PPKn Kelas III SDN 2 Seteluk. Science Intruction and Teknologi, 1(2), 97. https://jurnalfkip.samawa-university.ac.id/JSIT/article/view/24
Angwarmasse, P., & Wahyudi, W. (2021). Pengembangan game edukasi labirin matematika untuk meningkatkan kemampuan pemecahan masalah siswa kelas VI sekolah dasar. Jurnal EDUCATIO: Jurnal Pendidikan Indonesia, 7(1), 46. https://doi.org/10.29210/120212953
Anindya, M. R., Nugroho, A. A., & A, F. P. (2023). Analisis Peran Guru Terhadap Penguatan Profil Pelajar Pancasila di Lingkungan Sekolah. Jurnal Pendidikan Tambusai, 7(3), 21215–21222. https://doi.org/https://doi.org/10.31004/jptam.v7i3.9650
Arikunto, S., Suhardjono, & Supardi. (2015). Penelitian tindakan kelas. Bumi Aksara.
Dila, O. R., & Zanthy, L. S. (2020). Identifikasi Kesulitan Siswa Dalam Menyelesaikan Soal Aritmatika Sosial. Teorema: Teori Dan Riset Matematika, 5(1), 17. https://doi.org/10.25157/teorema.v5i1.3036
Juwan, D. P. A., & Siswadi, G. A. (2023). Pentingnya Pengembangan Kurikulum Abad 21 Berbasis Aliran Filsafat Pendidikan Progresivisme. Genta Hredaya: Media Informasi Ilmiah Jurusan Brahma Widya STAHN Mpu Kuturan Singaraja, 7(2), 179–191. http://anthor.org/anthor/article/view/222.
Kemendikbud. (2024). Kajian Akademik Kurikulum Merdeka (1st ed.). Pusat Kurikulum dan Pembelajaran Badan Standar, Kurikulum, dan Asesmen Pendidikan Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
Maimanah, S., Musayyadah, & Prasetyo, D. (2022). Pengembangan Media Labirin Berbasis Loose Part untuk Perkembangan Kognitif Anak Usia 4-5 tahun. Journal Ashil: Jurnal Pendidikan Anak Usia Dini, 2(2), 25–35. https://doi.org/10.33367/piaud.v2i2.2935
Miftahul Jannah, F. N., Nuroso, H., Mudzanatun, M., & Isnuryantono, E. (2023). Penggunaan Aplikasi Canva dalam Media Pembelajaran Matematika di Sekolah Dasar. Jurnal Pendidikan Dasar, 11(1), 37. https://doi.org/10.20961/jpd.v11i1.72716
Mujtahid, Assidiqi, A. H., Sadiyah, D., & Maulana, H. F. (2023). Educational values in Eid culture of Javanese society in Malang and Jember. Jurnal Agama, Sosial, Dan Budaya, 6(4), 2599–2473. https://doi.org/https://doi.org/10.31538/almada.v6i4.4225
Paulina, C., Rokmanah, S., & Syachruroji, A. (2023). Efektivitas Penggunaan Model Game Based Learning dalam Pembelajaran Matematika di SD. Jurnal Pendidikan Tambusai, 7(3), 31348–31354. https://www.ejournal.ejournalmetrouniv.ac.id/view/9868.
Paywala, R. J., & Wulandari, D. (2021). Pembelajaran Seumur Hidup di Abad 21 Untuk Menghadapi Era Disrupsi. EKSPOSE: Jurnal Penelitian Hukum Dan Pendidikan, 20(2), 1215–1222. https://mail.jurnal.iain-bone.ac.id/index.php/ekspose/article/view/1375.
Permatasari, K. G. (2021). Problematika Pembelajaran Matematika Di Sekolah Dasar / Madrasah Ibtidaiyah. Jurnal Pedagogy, 14(2), 134. https://jurnal.staimuhblora.ac.id/index.php/pedagogy/article/view/96
Prihantoro, A., & Hidayat, F. (2019). Melakukan Penelitian Tindakan Kelas. Ulumuddin: Jurnal Ilmu-Ilmu Keislaman, 9(1), 49–60. https://doi.org/10.47200/ulumuddin.v9i1.283
Putra, A. E., Hidayat, R., & Sarimanah, E. (2023). Peningkatan Kreativitas Kerja Guru melalui Motivasi Kerja Kepribadian dan Kepemimpinan Visioner. Jurnal Pendidikan Anak Usia Dini, 4(1), 136–148. https://doi.org/10.37985/murhum.v4i1.172
Safitri, H., & Yaswinda, Y. (2023). PENGARUH MEDIA LABIRIN GEOMETRI UNTUK MENINGKATKAN KEMAMPUAN MATEMATIKA PERMULAAN ANAK USIA 4-5 TAHUN DI TAMAN KANAK-KANAK. PELANGI: Jurnal Pemikiran Dan Penelitian Islam Anak Usia Dini, 5(1), 22–37. https://doi.org/10.52266/pelangi.v5i1.1263
Wahidin, W. (2024). Penggunaan Media Pembelajaran Berbasis Teknologi Informasi Dalam Meningkatkan Mutu Pembelajaran. Al-Rabwah, 18(1), 24–36. https://jurnal.staiskutim.ac.id/index.php/al-rabwah/article/view/315
Widiastuti, N. P. K. (2022). Instrumen Penilaian (Pembelajaran & Penelitian) (1st ed.). Widina Bhakti Persada Bandung.














