Boosting elementary science engagement: A qualitative study of baamboozle-based game learning in Indonesian classrooms

Authors

  • Alfiah Alfiah Al-Falah Assunniyyah University Kencong, Jember, East Java, Indonesia
  • Mar'atus Sholihah Al-Falah Assunniyyah University Kencong, Jember, East Java, Indonesia

DOI:

https://doi.org/10.46963/asatiza.v6i2.2726

Keywords:

Active Learning, Baamboozle, Game-Based Learning

Abstract

This study explores the implementation of Baamboozle-based Game-Based Learning (GBL) to enhance student engagement in science classes at Assunniyyah Kencong Elementary School. Adopting a qualitative case study approach, the research involved 25 third-grade students and science teachers over six weeks. Data were collected through participatory observation, in-depth interviews, and documentation. Findings reveal a marked improvement in student participation, including a 45% increase in verbal engagement, a 27–38% rise in discussion involvement, and stronger collaborative skills. The most notable progress occurred in initially low-participation classrooms (38% growth). Bamboozled facilitated a differentiated learning environment that accommodated diverse learning styles. Despite technical constraints, adaptive strategies ensured pedagogical effectiveness. Innovation fosters 21st-century skills and suggests potential for broader paradigm shifts in elementary education. This study underscores the value of GBL in promoting active learning while highlighting practical considerations for its implementation.

Downloads

Download data is not yet available.

References

Afiyah, K. N., & Sutriyani, W. (2024). Efektivitas metode game-based learning berbantuan media flashcard pecahan terhadap hasil belajar matematika siswa. LINEAR: Journal of Mathematics Education, 5(2), 171–180. https://doi.org/10.32332/xmy86j91

Aini, L. N., & Purwaningsih, S. M. (2024). Pengaruh metode pembelajaran game based learning berbasis media board game ular tangga terhadap kemampuan penalaran siswa kelas xi SMK Negeri 6 Surabaya. AVATARA: Journal Pendidikan Sejarah Volume, 15(3), 1-12. https://ejournal.unesa.ac.id/index.php/avatara/article/view/63430

Altinay, Z., Altinay, F., Sharma, R. C., Dagli, G., Shadiev, R., Yikici, B., & Altinay, M. (2024). Capacity building for student teachers in learning, teaching artificial intelligence for quality of education. Societies, 14(8), 148. https://doi.org/10.3390/soc14080148

Anggraini, T. W., Febriyanti, D. P., Sakinah, A. P., Safitri, A., & Annur, S. (2020). Pengaruh metode game based learning terhadap pemahaman belajar peserta didik pada mata pelajaran IPA di MI Al Awwal Palembang. Jurnal Review Pendidikan Dan Pengajaran, 7(3), 6760–6768. https://doi.org/10.31004/jrpp.v7i3.28857

Braun, V. and Clarke, V. (2006) Using thematic analysis in psychology. Qualitative Research in Psychology, 3, 77-101. http://dx.doi.org/10.1191/1478088706qp063oa

Creswell, J. W. (2020). Penelitian Kualitatif & Desain Riset. Yogyakarta: Pustaka Pelajar

Febrianty, G.S., Ramadhan, I., & Zatalini, A. (2024). Implementation of the game based learning model using baamboozle media as an evaluation of students. ICoCSE Proceedings, 1, 196–202. https://jurnal.untirta.ac.id/index.php/ICoCSE/article/view/30018

Fonseca, I., Caviedes, M., Chantré, J., & Bernate, J. (2023). Gamification and game-based learning as cooperative learning tools: A systematic review. International Journal of Emerging Technologies in Learning (IJET), 18(21), 4–23. https://doi.org/10.3991/ijet.v18i21.40035

Haryanto, S., Zahra, R., Merakati, I., Hanafiah, H., Haryati, H., Thasimmim, S. N., & Arifianto, T. (2024). Pembelajaran berbasis game: Pelatihan membuat media pembelajaran menarik dengan teknologi. Community Development Journal: Jurnal Pengabdian Masyarakat, 5(1), 868–883. https://doi.org/10.31004/cdj.v5i1.24930

Maharani, M., Aminuyati, A., Wiyono, H., Buwono, S., & Karolina, V. (2024). Efektivitas model pembelajaran game-based learning terhadap hasil belajar peserta didik pada pembelajaran IPS kelas vii SMP Negeri 6 Pontianak. Journal on Education, 6(3), 15707-15714. https://doi.org/10.31004/joe.v6i3.5403

Manurung, D. G., Butar, Z. B., Siregar, S., Butar, J. B., & Simanjuntak, N. (2025). Efektivitas penggunaan metode pembelajaran berbasis permainan untuk mengatasi kemalasan siswa SD 124398 Pematangsiantar. Jurnal Pendidikan Tambusai, 9(1), 4877–4879. https://jptam.org/index.php/jptam/article/download/25191/17164/42808

Muzakka, M. N., Aulia, N., Putri, S. A., & Zulfahmi, M. N. (2025). Game based learning sebagai media pengoptimalan keterampilan 4c. 1. Jurnal Bima: Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra, 3(1), 249–256. https://doi.org/10.61132/bima.v3i1.1562

Nahampun, S. H., Gurning, P. P., Nexandika, R., Zalukhu, Y. A. A., & Sianturi, M. E. (2024). Efektivitas metode pembelajaran berbasis game dalam meningkatkan motivasi belajar siswa sekolah dasar. Sinar Dunia: Jurnal Riset Sosial Humaniora Dan Ilmu Pendidikan, 3(3), 63–68. https://doi.org/10.58192/sidu.v3i3.2415

Nandhini, S., & Rasyidah, R. (2024). Development of learning instruments based on game-based learning assisted by baamboozle educational game on digestive system material to improve students’ learning outcomes. Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram, 12(3), 589–600. https://doi.org/10.33394/j-ps.v12i3.12229

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://doi.org/10.31004/jptam.v7i3.12114

Pérez, M. E. M, Duque, A. P. G., & García, L.C. F. (2018). Game-Based Learning: Increasing the logical-mathematical, naturalistic, and linguistic learning levels of primary school students. Journal of New Approaches in Educational Research, 7(1), 31-39. https://doi.org/10.7821/naer.2018.1.248

Putri, A. H., Chahyadi, M., Sujanah, T., & Santoso, G. (2024). Efektivitas metode pembelajaran berbasis game dalam meningkatkan keterampilan pecahan pada siswa kelas 5 sekolah dasar. Jurnal Pendidikan Transformatif, 3(1), 1-9. https://jupetra.org/index.php/jpt/article/view/1145

Putri, R. L., Angel, M. V. K., & Setiyawan, H. (2024). Penerapan model pembelajaran digital game based learning (DGBL) pada mata pelajaran matematika siswa kelas v. Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, Dan Sosial Humaniora, 2(3), 118–128. https://doi.org/10.59024/atmosfer.v2i3.889

Ramadhan, I., Imran, I., Syahrudin, H., Ulfah, M., Ismiyani, M., Atmaja, T. S., Dewantara, J. A., Wisely, V. O., Rokiaske, R., & Emita, E. (2024). Workshop penyusunan bahan ajar kurikulum merdeka dalam meningkatkan profesionalisme guru di sekolah perbatasan Indonesia-Malaysia. Jurnal Pengabdian UNDIKMA 5(2), 188–197. https://doi.org/10.33394/jpu.v5i2.9362

Ruslandi, U., Qomariyah, S., & Sumitra, M. (2025). Peran metode pembelajaran diskusi dalam menciptakan keaktifan belajar siswa di MAS Tarbiyatul Islamiyah. 2. Katalis Pendidikan: Jurnal Ilmu Pendidikan dan Matematika, 2(1), 79–90. https://doi.org/10.62383/katalis.v2i1.1203

Sappaile, B. I., Mahmudah, L., Gugat, R. M. D., Farlina, B. F., Mubarok, A. S., & Mardikawati, B. (2024). Dampak penggunaan pembelajaran berbasis game terhadap motivasi dan prestasi belajar. Jurnal Review Pendidikan dan Pengajaran, 7(1), 714–727. https://doi.org/10.31004/jrpp.v7i1.24682

Sativa, F., & Buahana, B. N. (2024). Penerapan pembelajaran STEAM dengan media loose parts untuk meningkatkan keterampilan berpikir kritis anak usia dini. BIOCHEPHY: Journal of Science Education, 4(2), 1093-1098. https://doi.org/10.52562/biochephy.v4i2.1367

Shiddiq, I., Sari, M., Nasution, Z. A., Purba, H. N., Kurniati, A., Junitri, A., Yanti, N., …, & Syahputri, H. (2025). Implementasi penggunaan media baamboozle untuk meningkatkan motivasi belajar matematika kelas 4 SDN 11 Panai Hulu. Indo-MathEdu Intellectuals Journal, 6(1), 532–539. https://doi.org/10.54373/imeij.v6i1.2501

Simanjuntak, M. M., Saragih, A. D, Simanjuntak, C. J., Tambunan, E. P., Purba, M. S. D., Lingga, R. H., Gultom, R. V., & Simanjuntak, O. (2024). Penerapan model pembelajaran game based learning untuk meningkatkan minat belajar siswa pada mata pelajaran ipa kelas iv SD 094155 rambung merah. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(4), 912–919. https://doi.org/10.23969/jp.v9i04.21375

Supriana, E., Liliani, N. T., & Luthfia, R. Z. (2024). tantangan implementasi pembelajaran berdiferensiasi: Sebuah studi literatur. Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan, 4(9), 9–9. https://doi.org/10.17977/um065.v4.i5.2024.9

Tamrin, M., Sirate, S. F. S., &Yusuf, M. (2011). Teori belajar konstruktivisme Vygotsky dalam pembelajaran matematika. SIGMA: Jurnal Pendidikan Matematika, 3(1). 40-47. https://doi.org/10.26618/sigma.v3i1.7203

Titus, S., & Ng’Ambi, D. (2023). Digital gaming for cross-cultural learning: Development of a social constructivist game- based learning model at a South African university. International Journal of Game-Based Learning, 13(1), 1–20. https://doi.org/10.4018/IJGBL.331995

Wahidah, N. I., Sari, W. R., Festiana, I., & Nasir, N. (2020). Game based learning: Design a multimedia with DDD-E model for mathematics education. International Journal of Emerging Technologies in Learning (iJET), 15(21), 277–284. https://doi.org/10.3991/ijet.v15i21.16353

Wardani, M. E., & Kiptiyah, S. M. (2024). Game-Based learning model with baamboozle media based on artificial intelligence increases student engagement and learning outcomes. Jurnal Ilmiah Sekolah Dasar, 8(2), 293–303. https://doi.org/10.23887/jisd.v8i2.67141

Widiana, I., W. (2022). Game based learning dan dampaknya terhadap peningkatan minat belajar dan pemahaman konsep siswa dalam pembelajaran sains di sekolah dasar. Jurnal Edutech Undiksha, 10(1), 1–10. https://doi.org/10.23887/jeu.v10i1.48925

Witasari, R. (2023). Belajar dan Pembelajaran dari Perspektif Teori Kognitif, Behaviorisme Konstruktivisme dan Sosiokultural. BASICA: Journal of Primary Education, 3(2), 257–268. https://doi.org/10.37680/basica.v3i2.5764

Wulandari, S. A., & Safitri, S. (2024). Penerapan Metode Game Based Learning Dalam Materi Sejarah Bandung Lautan Api Di Kelas XI IPS SMA Negeri 4 Pagar Alam. Jurnal Inovasi Pendidikan dan Ilmu Sosial, 2(1), 34–41. https://ejournal.uniramalang.ac.id/index.php/jipsos/article/view/3507

Wulandari, W., & Widiansyah, A. T. (2023). Penerapan model pembelajaran games based learning untuk meningkatkan kemampuan literasi dan numerasi siswa. Jurnal Pendidikan dan Pembelajaran IPA Indonesia, 13(3), 113–119. https://doi.org/10.23887/jppii.v13i3.73462

Downloads

Published

2025-05-31

How to Cite

Alfiah, A., & Sholihah, M. (2025). Boosting elementary science engagement: A qualitative study of baamboozle-based game learning in Indonesian classrooms. Asatiza: Jurnal Pendidikan, 6(2), 132-146. https://doi.org/10.46963/asatiza.v6i2.2726

Similar Articles

1-10 of 74

You may also start an advanced similarity search for this article.