Implementation of a Game-Based Learning Model Using the "Line-Up!" Board Game to Enhance Attention and Learning Motivation in Social Studies Lessons at SMP Negeri 1 Surabaya

Ivenna Salsa Windika, Inge Firda Susanti, Andri Tri Wulansari, Bilian Wicaksono Pambudi, Akbar Yahya Subrata, Ali Imron

Abstract


Social Studies learning in junior high schools still faces challenges due to student distraction that reduces attention and learning motivation. This study aims to improve learning attention and motivation of seventh- grade  students  at  SMP  Negeri  1  Surabaya  through  a  Game-Based Learning model using the LINE-UP! Board Game on the topic of Social and  Cultural  Problems  in  Society.  This  Classroom  Action  Research (CAR)  applied  a  Mixed  Methods  Approach  across  two  cycles,  each comprising planning, action, observation, and reflection phases. Data were collected through observation sheets (8 attention indicators, 1–4 scale)  in  Cycle  1  (n=35)  and  Cycle  2  (n=36),  and  a  Maslow-based motivation questionnaire (17 items, 1–4 scale) administered after Cycle 2.  Cycle  2  planning  was  developed  based  on  Cycle  1  reflections, incorporating  higher  cognitive  learning  objectives,  summative assessment, a revised scoring system, and a case study method. Results showed mean attention scores rising from 3.12 to 3.54, with 75.0% of students in the Very Good category. Motivation results showed a mean of 55.83 with 63.9% in the High Motivation category. These findings demonstrate  that  reflection-based  improvements  between  cycles effectively enhance Social Studies learning quality.

Keywords


Game-Based Learning, LINE-UP! Board Game, Learning Attention, Learning Motivation, Social Studies Learning

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References


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DOI: https://doi.org/10.17509/asset.v6i1.105230

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