Bamboozle: Technology-Based Educational Games to Increase Motivation and Mathematics Learning Results


  • Ila Khayati Muflikhah MI Soko
  • Indah Qona'ah UIN K.H. Abdurrahman Wahid Pekalongan


Bamboozle, Learning Outcomes, Motivation, Mathematics Learning


Mathematics is one of the subjects that is considered difficult for students. This is a challenge for educators to use cool and enjoyable learning media in learning, one of which is bamboozle media. The aim of this research is to determine the effectiveness of bamboozle as an evaluation medium and to increase students' interest in learning mathematics. The method used is quantitative with a one group pretest-posttest research design. Meanwhile, the sample in this study used a saturated sample, meaning that the existing population was used as the overall sample. The samples from this research were 33 class IV students at MI Soko, Pekalongan City. Data collection was carried out by giving questionnaires and questions about the mathematics of division and multiplication. After that, researchers analyzed the data using the N-gain test, hypothesis test, and Likert scale. The results of this research are: (1) Students' learning motivation using bamboozle edugames is classified as effective with a score of 80.7%. (2) The use of bamboozle as a medium in improving student learning outcomes is said to be effective with an N-gain value of 0.35, included in the medium category and hypothesis testing with a significance value of 0.000 <0.05 which proves that there is a significant difference between the pretest and posttest results.