Abstract
This learning game is used to create an exciting atmosphere and this will encourage the acceleration of learning. Especially in science learning using a constructivist approach, students are encouraged to increase courage and foster cooperation (collaboration) in trying to find solutions according to how to find and transform complex information so that students automatically rebuild a new understanding to overcome problems. Based on the results of the research, student learning activities have progressed in several activities, namely asking questions in the first cycle 59% increased to 63.63%, answered from 68% to 72.72%, but in the rebuttal activity 9% did not increase and the activity of expressing opinions increased from 13.63% to 18%, however, it is still in the less category. From the test results during the study, it can be concluded that the application of puzzles in science learning can improve student achievement. This is proven by two implementations or cycles obtained the average score of test results from each cycle which always increases. The score obtained in the first cycle of the pretest meeting reached an average of 48.4 then in the postes it rose to 60.64, this shows an increase of 12 points. Then the second meeting of the pretest reached 63 and the postes reached 70.20. This shows that all students who participated in the second cycle had succeeded in exceeding the limit of learning completeness
Published Version
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