Abstract
Abstract
This research aimed at developing Electronic Puzzle media to assist students in understanding an abstract concept of two-dimensional shapes grouping lessons. This research employed a quantitative approach with quasi-experimental method. This research further intended to determine the effect of Electronic Puzzle media on student learning achievement. To determine the sample, it employed random sampling technique. The research data were tested and analysed through SPSS 21.0 for Windows. The results showed that there was an influence of use Electronic Puzzle using application I’m a Puzzle to improve student learning achievement in class II SDN Gadang 01 Malang. There are difference learning achievement between students taught using Electronic Puzzle and not. Through these results it is expected that elementary school teachers can develop themselves in the use and development of electronic-based media and teaching aids in their classroom learning.
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