Abstract
This study collaborates between traditional games and technology. The purpose of this study was to improve student learning outcomes in PPKN (Citizenship Education) learning through barcode-based traditional games tumbawa. This type of research is classroom action research. This research was conducted because based on preliminary observations, the results of students' daily tests in PPKn learning were still low, from 25 students, 25 students, only 12 people or 48% had good learning outcomes. The procedures used in this study consisted of planning, implementing, observing, reflecting. This research was conducted in two cycles of action. The data collection methods used were tests, observation, interviews, and documentation. In analyzing the data used a qualitative descriptive method assisted by the calculation of the percentage. The targeted research output is the national journal published in the internationally accredited journal 5. The level of technology readiness used is in the field of education (TKT 2). This research is expected to create a learning atmosphere and a learning process that attracts students' attention so that it provides better learning achievement than before.
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