PENGARUH PEMBELAJARAN BERBASIS PERMAINAN (GAME BASED LEARNING) MATERI SISTEM TATA SURYA TERHADAP HASIL BELAJAR SISWA KELAS VI SEKOLAH DASAR

Authors

  • Rafli Akbar Putra Universitas Negeri Surabaya
  • Julianto Universitas Negeri Surabaya
  • Erita Indah Cumalasari SDN Petemon Surabaya
  • Rizka Lucky Fusianita SDN Petemon Surabaya,
  • Fitria Hidayati Universitas W.R Supratman Surabaya

DOI:

https://doi.org/10.23969/jp.v9i4.17591

Keywords:

game based learning, kahoot, solar system

Abstract

The teacher’s misalignment in applying learning techniques or models has led to student learning outcomes in the Solar System material falling short of the Minimum Completeness Criteria (KKM). To address this, efforts are needed, one of which involves using Game-Based Learning assisted by Kahoot! digital media. This study aims to assess the impact of Game-Based Learning, supported by Kahoot!, on improving student learning outcomes in the IPAS subject. The research follows the Classroom Action Research model proposed by Kemmis and McTaggart, consisting of two cycles. The study was conducted in a sixth-grade class at Petemon State Elementary School, comprising 27 students. The results indicated that the average student learning outcomes increased from 75 in cycle 1 to 88 after cycle 2. In conclusion, Game-Based Learning with Kahoot! digital media effectively enhanced students’ understanding of the Solar System.

Downloads

Download data is not yet available.

References

All, A., Castellar, E. N. P., & Van Looy, J. (2021). Digital Game-Based Learning effectiveness assessment: Reflections on study design. Computers and Education, 167. https://doi.org/10.1016/j.compedu.2021.104160

Andriani, D., Suprapto, P. K., & Triyanto, S. A. (2023). Pengaruh Media Kuis Interaktif Menggunakan Aplikasi Kahoot Terhadap Hasil Belajar Peserta Didik Pada Materi Sistem Ekskresi Manusia. Bioedukasi: Jurnal Pendidikan Biologi, 16(1), 11. https://doi.org/10.20961/bioedukasi-uns.v16i1.67434

Cojocariu, V.-M., & Boghian, I. (2014). Teaching the Relevance of Game-based Learning to Preschool and Primary Teachers. Procedia - Social and Behavioral Sciences, 142, 640–646. https://doi.org/10.1016/j.sbspro.2014.07.679

Maulida, N. N., Sukadi, S., & Rahayu, S. (2022). Effectiveness of The Implementation Game-Based-Learning in Increasing Student Learning Outcomes. Jurnal Penelitian Pendidikan, 22(3), 252–265. https://doi.org/10.17509/jpp.v22i3.50977

Niza, E., & Ardian, A. S. (2022). Kahoot! as innovation gamification for examination. Curricula: Journal of Curriculum Development, 1(1), 43–50. https://doi.org/10.17509/curricula.v1i1.47862

Pendidikan, J. P., Maulana Intaha, A., Munajat, Y., & Mulyana, S. &. (n.d.). Pengaruh Media Pembelajaran Poster dan Video terhadap Penguasaan Keterampilan Pencak The Effect of Poster and Video Learning Media on the Mastery of Pencak Silat.

Redy Winatha, K., & Made Dedy Setiawan, I. (n.d.). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar The Effect Of Game-Based Learning Towards The Learning Motivation And Achievement.

Roman, P., Rodriguez-Arrastia, M., Molina-Torres, G., Márquez-Hernández, V. V., Gutiérrez-Puertas, L., & Ropero-Padilla, C. (2020). The escape room as evaluation method: A qualitative study of nursing students’ experiences. Medical Teacher, 42(4), 403–410. https://doi.org/10.1080/0142159X.2019.1687865

Sriningsih, E. (n.d.). Jurnal Didaktika Pendidikan Dasar {75 PENERAPAN STRATEGI CONTEXTUAL TEACHING AND LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SENI MUSIK SISWA.

Downloads

Published

2024-11-22

Most read articles by the same author(s)

1 2 3 > >>