Puzzles are educational games designed to train critical thinking skills, problem solving, and improve students' memory. This study has two objectives. First, to explore the influence of puzzle games in improving students' learning outcomes in Social Studies subjects in class R2 Social at MTsN 3 Pamekasan in the 2024/2025 academic year. The second is to determine the significance of puzzle games in improving students' learning outcomes in the IPS subject in R2 Social class at MTsN 3 Pamekasan in the 2024/2025 academic year. The research method used in this study is a quantitative approach with a pre-experimental design in the form of a one-group pre-test post-test design. This is an experimental design that uses only one group as a sample and involves measuring before and after the intervention. Based on the results of the study, it was found that the sig value was 0.000 < 0.05, indicating a significant effect on student learning outcomes. Therefore, Ho is rejected and Ha is accepted. In addition, N-Gain analysis was used to analyse the learning outcomes, and the significance of the puzzle game in class R2 Social increased by 74.1573%. The average pre-test score for the R2 social class at MTsN 3 Pamekasan was 56.88, and the average post-test score was 86.67. The difference between the mean pre-test and post-test scores for the R2 social class was 29.79.
Sulfa et al. (Mon,) studied this question.