Abstract

This research begins with students perceiving mathematics as a difficult and saturating subject, which causes students to be passive and less enthusiastic about learning and asking questions. To overcome this problem, a quick on the draw strategy is used with the game learning which is expected to make learning that was difficult to be memorable and fun, so that it can increase student motivation. This study aims to determine the increase in student motivation by using the quick on the draw strategy. This research is a Classroom Action Research (CAR) conducted in 2 cycles and each cycle there are 2 meetings. Which consists of four stages, namely the stages of preparation, implementation, observation and reflection. The subjects of this study were teachers and students of class V Elementary School of Pahlawan. Data collection techniques using observation and documentation. The data analysis technique uses descriptive analysis, which starts from collecting data, compiling and organizing data, processing data, presenting data and analyzing numerical data in order to provide an overview of a symptom, event or situation. The results showed that there was an increase in student learning motivation, where before the action was taken 34.3% was obtained in the low category. Meanwhile, after taking corrective action by implementing the quick on the draw strategy in the first cycle, student learning motivation increased by 65.2% in the good category. And the action in cycle II also increased student motivation to be 81.6% in the very good category. Thus, it can be concluded that the application of the quick on the draw strategy can increase student motivation in Mathematics subjects.

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