The background of this research is that recently on several e-commerce marketplace sites in Indonesia new marketing methods have been discovered, business actors sell their products but do not tell consumers exactly what products they will get, while the information provided is only limited to the type of product. such as electronics, clothing, or other types. This buying and selling practice i…
Penelitian ini bertujuan untuk mengetahui pengaruh model game based learning dengan Media Mistery Box terhadap hasil belajar IPS siswa kelas V di SDN 004 Rambah Hilir. Penelitian ini mengaplikasikan metode eksperimen semu atau Quasi ekperimen yaitu riset variabel dengan membagi kelompok kedalam dua kelompok ialah : kelompok eksperimen juga kelompok kontrol. Berdasarkan hasil analisis, ditemukan…