PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING “CLASH OF CHAMPIONS” TERHADAP MOTIVASI BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKA KELAS V SDIT A BA TA TSA LAHAT

Authors

  • Shinta Yulianti UNIVERSITAS PGRI PALEMBANG
  • Achmad Wahidy Universitas PGRI Palembang
  • Sonia Anisah Utami Universitas PGRI Palembang

Keywords:

Game Based Learning, Mathematics, and Learning Motivation

Abstract

This research aims to determine whether there is an influence of the "Clash of Champions" game-based learning model on student learning motivation in mathematics learning for fifth-grade students at SDIT A Ba Ta Tsa Lahat. The population in this study was fifth-grade students at SDIT A Ba Ta Tsa Lahat. The samples in this study were students in class VB as the experimental class and class VC as the control class, with a total of 26 students in each class. The type of research used was experimental research with a quasi-experimental research method using a pretest-posttest non-equivalent control group design. Data collection techniques used questionnaires and documentation. The instrument used in the student learning motivation test was a questionnaire. The data analysis technique in this study used a t-test (independent sample t-test) assisted by SPSS 26. The results of the study indicate that there is an influence of the "Clash of Champions" game-based learning model on student learning motivation in mathematics learning for fifth-grade students at SDIT A Ba Ta Tsa Lahat. This is seen from the calculation of the t-test data analysis where the sig (2-tailed) value obtained is 0.001 < 0.05, then Ha is accepted.

Downloads

Download data is not yet available.

References

Anggraeni, O., Achmad, W., & Sonia, A. U. (2024). Pengaruh Metode Outdoor Learning Terhadap Hasil Belajar Siswa Pada Mata Pelajaran SBDP Kelas V SDN 30 Palembang. ALACRITY : Journal of Education, 4(2), 97–107. https://doi.org/10.52121/alacrity.v4i2.284

Assalamah, T. M. (2024). Strategi Viral Marketing Melalui Konten Edutainment Clash of Champions by Ruangguru Viral Marketing Strategy Through Edutainment Content Clash of Champions by Ruangguru. 7(3). https://doi.org/10.1080/019722409032.....154

Edy, K. (2021). Pendidikan Islam dan Tantangan Modernitas Abad 21 di Era Diprusi Digital Terhadap Generasi Milenial. Repository.Iainpalopo.Ac.Id, 3.

Handayani, S., W Mintarti, S. U., & Megasari, R. (2020). Buku Ajar Strategi Pembelajaran Ekonomi “Model-model Pembelajaran Inovatif di Era Revolusi Industri 4.0". Edulitera.

Helmiyah, S., & Verdian, A. (2024). Analisis Sentimen Terhadap Minat Belajar pada Tayangan Acara CoC by Ruangguru Berdasarkan Tweets Menggunakan Metode NLP dan Model BERT. Jurnal Pendidikan Rosalia, 7(2), 138–149.

Inayati, U. (2022). Konsep dan Implementasi Kurikulum Merdeka pada Pembelajaran Abad-21 di SD/MI. 2, 356–363.

Iskandar, A., Aimang, hasrat A., Risnanosanti, Hanafi, H., Maruf, N., Fitriani, R., & Haluti, A. (2023). Pembelajaran Kreatif dan Inovatif di Era Digital (A. Iskandar (ed.)). Cendikiawan Inovasi Digital Indonesia.

Islam, K. R., Komalasari, K., Masyitoh, I. S., Juwita, J., & Adnin, I. (2024). Pengaruh Model Pembelajaran Game Based Learning terhadap Motivasi Belajar Peserta Didik. Ideas: Jurnal Pendidikan, Sosial, Dan Budaya, 10(3), 619. https://doi.org/10.32884/ideas.v10i3.1640

Jevri, D. (2022). Media Pembelajaran Berbasis Teknologi Informasi dan Komunikasi (R. O. M (ed.)). Ruang Karya.

Meilani, D., & Aiman, U. (2021). Penerapan Model Pembelajaran Make A Match Berbasis 4C Berbantuan Media Kartu Bilangan untuk Meningkatkan Hasil Belajar Matematika di Sekolah Dasar. Jurnal Basicedu, 5(5), 4146–4151. https://doi.org/10.31004/basicedu.v5i5.1522

Monalisa, M. (2023). Pengaruh Game Based Learning Mata Pelajaran Informatika Kurikulum Merdeka Terhadap Motivasi Dan Prestasi Belajar. Padma Sari: Jurnal Ilmu Pendidikan, 3(01), 19–29. https://doi.org/10.53977/ps.v3i01.908

Nugroho, C. (2020). CYBER SOCIETY Teknologi, Media Baru, dan Disrupsi Informasi. Prenadamedia Group.

Nurrawi, A. E. P., Zahra, A. T., Aulia, D., Greis, G., & Mubarok, S. (2023). Motivasi Belajar Siswa Terhadap Hasil Belajar Matematika. Plusminus: Jurnal Pendidikan Matematika, 3(1), 29–38. https://doi.org/10.31980/plusminus.v3i1.1220

Sajudin, M. (2019). Pengembangan Model Pembelajaran Matematika Berbasis Reward dan Punishment. Wawasan Ilmu.

Saputra, H., Anggana, A. A., Rismiadi, Y., & Mulyana, R. (2023). Manajemen Perubahan Kurikulum di Era Digital. Bintang Semesta Media.

Sari, K. A., & Reftantia, G. (2024). Hegemoni “ Clash of Champions Ruang Guru ” di Tengah Maraknya Tayangan Non Edukatif. 130–145.

Sianturi, R. I. (2024). Pengaruh Model Pembelajaran Game Based Learning Berbantuan Worldwall Pada Terhadap Hasil Belajar Siswa Kelas V Sdn 060934 Medan the Influence of Game-Based Learning Model Assisted By Worldwall on Earth and Natural Events Material Towards the Learning Outc. 3.

Sugiyono. (2021). Metode Penelitian Pendidikan (A. Nuryanto (ed.)). Alfabeta, cv.

Susanto, A. (2019). Teori Belajar & Pembelajaran Di Sekolah Dasar. Prenadamedia Group.

Uno, H. B. (2020). Teori Motivasi Dan Pengukurannya. Bumi Aksara.

Wayan Pitriani, N., Dantes, N., & Sariyasa. (2024). Game Based Learning Berorientasi Kahoot! Meningkatkan Motivasi Belajar Siswa Kelas V Sekolah Dasar. Jurnal Kependidikan, 13(1), 643–650.

Pertiwi, L. (2022). Pengaruh Media Pembelajaran Game Based Learning terhadap Hasil Pembelajaran Tematik Siswa Kelas V Di SD Negeri 74 Palembang [Skripsi, Tidak Dipublikasikan]. Universitas PGRI Palembang.

Siregar, P. D., & Sitepu, M. S. (2023). Pengaruh Model Game Based Learning Terhadap Aktivitas Belajar Siswa Pada Pembelajaran Matematika di Kelas V SD Muhammdiyah 01 Medan. Journal of Student Development Informatics Management, 3(1), 104–116.

Yeti. (2020). Model Pembelajaran Inovatif Untuk Pembelajaran Matematika Di Kelas VI Sekolah Dasar. Jurnal Pendidikan Dasar, 5–8.

Zubairi. (2023). Meningkatkan Motivasi Belajar Dalam Pendidikan Agama Islam (Zubaidi (ed.)). Penerbit Adab

Downloads

Published

2025-07-08

Most read articles by the same author(s)