The Effect Of Baamboozle Media On Students' Interest In Learning Mathematics At MI Nurul Huda
DOI:
https://doi.org/10.51700/mutaaliyah.v5i2.1025Keywords:
Media Baamboozle, Learning, Interest MathematicsAbstract
This study aims to examine the effect of Baamboozle learning media on the interest in learning Mathematics of class II students of MI Nurul Huda 3 Bogor. The method used is quantitative with a Quasi Experimental design, specifically Nonequivalent Control Group Design. The sample consisted of 42 students, divided into two groups: the experimental class (using Baamboozle) and the control class (without Baamboozle), 21 students each, selected through purposive sampling. The research instrument was a learning interest questionnaire. The results showed that the average posttest of the experimental class (46.8) was higher than the control class (36.5), with a significance value of 0.000 (<0.05), indicating that Ha was accepted. In conclusion, Baamboozle media has a significant effect on increasing students' interest in learning Mathematics
Downloads
References
Amran, A., Suhendra, S., Wulandari, R., & Farrahatni, F. (2021). Hambatan Siswa dalam Pembelajaran Daring pada Mata Pelajaran Matematika pada Masa Pandemik Covid-19 di Sekolah Dasar. Jurnal Basicedu, 5(6), 5179–5187. https://doi.org/10.31004/basicedu.v5i6.1538
Andrade, C. (2021). The Inconvenient Truth About Convenience and Purposive Samples. Indian Journal of Psychological Medicine, 43(1), 86–88. https://doi.org/10.1177/0253717620977000
Arif, M. N., Parawansyah, M. I., Huda, F. H., & Zulfahmi, M. N. (2025). Strategies to develop students’ learning interest through a deep learning approach. Jurnal Muassis Pendidikan, 4, 8–16.
Asnawati, R., Widyastuti, W., Maulina, D., Anggoro, B. S., Ferdiansyah, M., & Izzati, N. (2022). Evaluating the Numeracy Cognitive Level of Indonesian Elementary School Students using the Minimum Competency Assessment. Jurnal Pendidikan MIPA, 23(2), 428–436. https://doi.org/10.23960/jpmipa/v23i2.pp428-436
Aulia, R. P., Prihatin, J., & Siswati, B. H. (2023). Hubungan Antara Minat Belajar Dengan Keberhasilan Belajar Siswa Dengan Penerapan Buku Ajar Elektronik Sistem Ekskresi Berbasis Brain-Based Learning (Bbl) Dilengkapi Video Dan Diagram Roundhouse. Bio-Lectura : Jurnal Pendidikan Biologi, 10(1), 11–17. https://doi.org/10.31849/bl.v10i1.13435
Avci, D. (2022). Creating an Active Classroom Community with Bamboozle. The National Teaching & Learning Forum, 31(6), 8–9. https://doi.org/10.1002/ntlf.30344
Čakāne, I., Namsone, D., & France, I. (2023). How Students Are Learning To Reason In Mathematics Lessons. Society. Integration. Education. Proceedings of the International Scientific Conference, 1, 541–552. https://doi.org/10.17770/sie2023vol1.7087
Černe, T. (2022). Use of Autonomy-Supportive or Controlling Motivational Style of Teaching with Special Education and Rehabilitation Teachers. Revija Za Elementarno Izobraževanje, 15(4), 475–492. https://doi.org/10.18690/rei.15.4.475-492.2022
Dania, A. (2023). Game-Based Approach and Teacher Reflective Practice. In Teaching Games and Sport for Understanding (pp. 154–163). Routledge. https://doi.org/10.4324/9781003298298-17
Fadil, K. (2023). Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Peran Guru Dalam Penanaman Sikap Anti Bullying Verbal Dalam Pembelajaran PKN di Sekolah Dasar. 6, 123–133.
Fadil, K., Fahri, M., Nurpajriah, S., Program, ), Guru, S. P., Ibtidaiyah, M., Islam, A., Ibn, U., & Bogor, K. (2024). Penguatan Profil Pelajar Pancasila Bagi Anak Sekolah Dasar Melalui Program Kampus Mengajar. In Communnity Development Journal (Vol. 5, Issue 1).
Fadil, K., Muslimah, M., & Nawawi, K. (2025). Peningkatan Keaktifan Belajar Siswa pada Pembelajaran PKN Melalui Penerapan Metode Kerja Kelompok di MI Miftahul Athfal. Jurnal AL-Muta`aliyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 5(2), 36. https://doi.org/10.51700/mutaaliyah.v5i1.875
Farikhin, F., Rofi’ah, S. H., Maghfirah, N. I., Subaidah, & Mufarohah, A. (2024). Peran Guru Pendidikan Agama Islam Dalam Membina Akhlakulkarimah Siswa(Studi Kasus di Sekolah Dasar Negeri Kepatihan 06 Jember). ICHES: International Conference on Humanity Education and Society, 3(1). https://proceedingsiches.com/index.php/ojs/article/download/228/216
Gai Mali, Y. C., Kurniawan, D., Januardi, J. I., Swara, S. J., Lokollo, N. C. E., Picauly, I. A., Paramitha, N. G., Tanore, J. A., Dewani, M. S., & Pakiding, R. W. (2023). Issues And Challenges Of Technology Use In Indonesian Schools: Implications For Teaching And Learning. IJIET (International Journal of Indonesian Education and Teaching), 7(2), 221–233. https://doi.org/10.24071/ijiet.v7i2.6310
Herawati, H., Septiarini, V. P., Hariyani, M., & Hayati, Z. (2024). Interactive animation media and students’ learning interest in learning mathematics in elementary schools. Journal of Didactic Mathematics, 5(3). https://doi.org/10.34007/jdm.v5i3.2390
Hilda, & Prasetyaningtyas, F. D. (2024). The Effectiveness of Baamboozle Game as a Learning Media for Flat Geometry in Improving Students’ Problem-Solving Skills. Journal for Lesson and Learning Studies, 7(3), 533–543. https://doi.org/10.23887/jlls.v7i3.82754
Kliziene, I., Paskovske, A., Cizauskas, G., Augustiniene, A., Simonaitiene, B., & Kubiliunas, R. (2022). The Impact of Achievements in Mathematics on Cognitive Ability in Primary School. Brain Sciences, 12(6), 736. https://doi.org/10.3390/brainsci12060736
Lestari, R. D. (2023). Penggunaan Media Digital Dalam Meningkatkan Kualitas Pembelajaran Pendidikan Agama Islam Siswa Kelas Viii Di Smp Islam Purbolinggo Lampung Timur. Institut Agama Islam Negeri ( Iain) Metro.
Li, J., & Xue, E. (2023). Dynamic Interaction between Student Learning Behaviour and Learning Environment: Meta-Analysis of Student Engagement and Its Influencing Factors. Behavioral Sciences, 13(1), 59. https://doi.org/10.3390/bs13010059
Lin, C. (2023). Mathematics Learning and Intellectual Development of Elementary School Students. In Intellectual Development and Mathematics Learning (pp. 195–232). Springer Nature Singapore. https://doi.org/10.1007/978-981-19-8757-1_8
Liu, Z.-Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technologies in Learning (IJET), 15(14), 53. https://doi.org/10.3991/ijet.v15i14.14675
Majdi, M., & Faizatina, N. (2025). Development of ICT (Information And Communication Technology) Media of The Bamboozle Type Using The Discovery Learning Model in Indonesian Language Learning at Madrasah Ibtidaiyah. The International Journal of Education Management and Sociology, 4(2), 102–108. https://doi.org/10.58818/ijems.v4i2.200
Manik, E., Affandi, A., Priadana, S., Hadian, D., & Puspitaningrum, D. A. (2023). Comparison of normality testing with chi quadrat calculations and tables for the statistical value departement of elementary school education student at the University of Jember. 020018. https://doi.org/10.1063/5.0111307
Mazida, L. I., & Andari, D. A. (2022). Implementasi Permainan Kooperatif untuk Meningkatkan Keterampilan Sosial dalam Pembelajaran Tematik. Madrasah: Jurnal Pendidikan Dan Pembelajaran Dasar, 14(2), 177–188. https://doi.org/10.18860/mad.v14i2.11222
Miller, C. J., Smith, S. N., & Pugatch, M. (2020). Experimental and quasi-experimental designs in implementation research. Psychiatry Research, 283, 112452. https://doi.org/10.1016/j.psychres.2019.06.027
Morgan, A. R. (2022). The Relationship Between Motivation, Academic Achievement, and Engagement in Mathematics Using Digital Game-Based Learning [Boise State University]. https://doi.org/10.18122/td.1980.boisestate
Nandang Mustafa, A. (2023). Reflection On The Latest Pisa Results Of Indonesia. International Journal of Advanced Research, 11(05), 1223–1228. https://doi.org/10.21474/IJAR01/16988
Nokes, C. (2023). Effective Learning in the Modern Classroom. Journal for Learning through the Arts: A Research Journal on Arts Integration in Schools and Communities, 18(1). https://doi.org/10.21977/D918154081
Putria, V. D. S., Yudi Hartonob, & Siti Nurkholipahc. (2024). Pengaruh Penggunaan Media Pembelajaran Baamboozle Pada Mata Pelajaran Sejarah Terhadap Hasil Belajar Siswa Kelas XII di SMA Negeri 5 Madiun. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 7(1), 2.
Rahayu, I. R., & Rukmana, D. (2022). The Effect Of Game-Based Learning Model Assisted By Bamboozle On The Multiplication Skills Of Elementary School Students. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 11(3), 806. https://doi.org/10.33578/jpfkip.v11i3.8964
Shaik, A. H., Prabhu, M., Hussain, S. M., & Poloju, K. K. (2023). An Interactive Design Tool for Assessing Student understanding in Digital Environments. SHS Web of Conferences, 156, 09004. https://doi.org/10.1051/shsconf/202315609004
Shiddiq, I., Sari, M., Nasution, Z. A., Purba, H. N., Kurniati, A., Junitri, A., Yanti, N., Rahayu, D., Wulandari, A., Wulandari, A., Lubis, B. P., Herpasyah, F., Putri, R. E., Puspita, A. D., Andini, N. D., Yulianti, D., & 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
Siagian, M. D. (2017). Pembelajaran Matematika Dalam Persfektif Konstruktivisme. NIZHAMIYAH: Jurnal Pendidikan Islam Dan Teknologi Pendidikan, VII(2), 61–73.
Sinha, T., Bai, Z., & Cassell, J. (2021). A Novel Multimodal Approach for Studying the Dynamics of Curiosity in Small Group Learning. https://doi.org/10.35542/osf.io/rfxwg
Tiwow, D. N. F., Tambingon, H. N., Joufree Rotty, V. N., Lomban, E. A., & Mangelep, N. O. (2022). The Influence Of Adobe Flash-Based Learning Media On Interest In Learning Mathematics. Journal Of Education And Teaching Learning (JETL), 4(3), 243–254. https://doi.org/10.51178/jetl.v4i3.906
Toker, A. (2022). Importance of Leadership in the Higher Education. International Journal of Social Sciences & Educational Studies, 9(2). https://doi.org/10.23918/ijsses.v9i2p230
Vansteenkiste, M., Soenens, B., & Waterschoot, J. (2022). Catalyzing Intrinsic and Internalized Motivation. In The Oxford Handbook of Educational Psychology. Oxford University Press. https://doi.org/10.1093/oxfordhb/9780199841332.013.41
Voronina, O., Moskvina, A., & Yarmak, O. (2022). Education As A Tool To Improve The Competitiveness Of The Economy. Municipal Economy of Cities, 2(169), 7–14. https://doi.org/10.33042/2522-1809-2022-2-169-7-14
Wahyuningsih, E., Hidayati, F. H., Muflih, G. Z., & Fersellia, F. (2024). Problem-based learning with baamboozle edugame: Enhancing critical thinking skills and learning interest. Journal of Advanced Sciences and Mathematics Education, 4(2), 113–124. https://doi.org/10.58524/jasme.v4i2.477
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
Wawan, W., & Retnawati, H. (2022). Empirical Study of Factors Affecting the Students’ Mathematics Learning Achievement. International Journal of Instruction, 15(2), 417–434. https://doi.org/10.29333/iji.2022.15223a
Winaningsih, E. T., Syarif, F., & Pahrurroji, P. (2022). Baamboozle’s Effectiveness in Increasing Learning Motivation in Islamic Studies. Tarbawiyah : Jurnal Ilmiah Pendidikan, 6(2), 123. https://doi.org/10.32332/tarbawiyah.v6i2.5385
Zega, Y., & Tangkin, W. P. (2023). Implementation Of Learning-Based Game Method To Improve Elementary Students’ Learning Activeness. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 12(2), 473. https://doi.org/10.33578/jpfkip.v12i2.9727
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Ghina Aulia, Amran Amran, Raden Ridwan Hasan Saputra

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
License Terms
Karya dalam Jurnal AL-Muta`aliyah dilisensikan di bawah Lisensi Internasional Creative Commons Attribution-ShareAlike 4.0 (CC BY-SA 4.0) dengan ketentuan sebagai berikut:
1) Pengguna bebas untuk menyalin dan mendistribusikan ulang materi dalam media atau format apa pun, me-remix, memodifikasi, dan mengembangkan materi berdasarkan ketentuan ini.
2) Pengguna harus memberikan penghargaan yang sesuai, menyediakan tautan ke lisensi, dan menunjukkan jika ada perubahan yang dilakukan.
3) Pengguna dapat melakukannya dengan cara yang wajar, tetapi tidak dengan cara yang menunjukkan bahwa pemberi lisensi mendukung pengguna atau penggunaan mereka.