PENGARUH METODE PEMBELAJARAN GAME BASED LEARNING TERHADAP MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN PENDIDIKAN AGAMA KRISTEN DAN BUDI PEKERTI KELAS XI DI SMA NEGERI 2 TARUTUNG TAHUN PEMBELAJARAN 2025/2026

Authors

  • Daniel F.N. Hutabarat Institut Agama Kristen Negeri (IAKN) Tarutung
  • Sandy Ariawan Institut Agama Kristen Negeri (IAKN) Tarutung
  • Maria Widiastuti Institut Agama Kristen Negeri (IAKN) Tarutung
  • Lasmaria Lumban Tobing Institut Agama Kristen Negeri (IAKN) Tarutung
  • Rawatri Sitanggang Institut Agama Kristen Negeri (IAKN) Tarutung

DOI:

https://doi.org/10.23969/jp.v11i03.64444

Keywords:

Game-Based Learning Method, Learning Motivation, High School Students

Abstract

The purpose of this study was to determine the positive and significant effect of the Game-Based Learning method on the learning motivation of Grade XI students in the Christian Religious Education and Character Building subject at SMA Negeri 2 Tarutung during the 2025/2026 academic year. The research hypothesis posited that the Game-Based Learning method has a positive and significant effect on students' learning motivation. A quantitative research method employing a quasi-experimental design was used. The study population consisted of all 272 Christian students in Grade XI at SMA Negeri 2 Tarutung for the 2025/2026 academic year. The sample was selected using purposive sampling: Class XI KM 7 served as the experimental class, and Class XI KM 8 served as the control class, with 33 students in each. A 29-item learning motivation questionnaire was used as the research instrument. Data were analyzed using the N-Gain Score to measure the magnitude of the increase in learning motivation and the Paired Sample t-Test to examine differences in learning motivation before and after the intervention in the experimental class. The N-Gain Score results showed an average value of 0.5170 for the experimental class (moderate category) and 0.0987 for the control class (low category). The Paired Sample t-Test yielded a t-count of 12.687 (df = 32, Sig. < 0.001). At a significance level of α = 0.05, the t-table value was 1.697; thus, t-count > t-table (12.687 > 1.697). Consequently, the null hypothesis (H) was rejected, and the alternative hypothesis (Hₐ) was accepted. It is concluded that the Game-Based Learning method has a positive and significant effect on the learning motivation of Grade XI students in the Christian Religious Education and Character Building subject at SMA Negeri 2 Tarutung during the 2025/2026 academic year.

 

Keywords: Game-Based Learning Method, Learning Motivation, High School Students

Downloads

Download data is not yet available.

References

Deviyanti, N., Nursyahida, S. F., & Prasetyo, T. (2025). Desain Game-Based Learning Berbasis Karakteristik Generasi Alpha untuk Mengatasi Kebosanan Belajar Siswa Sekolah Dasar. JIPSD: Jurnal Inovasi Pendidikan Sekolah Dasar, 2(2), 150–164.

Dila, P. S. (2024). Penerapan Metode Fun Learning Tipe Teka-Teki Silang dalam Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Fiqih di Kelas VIII C MTs Negeri 2 Kuantan Singingi. Universitas Islam Kuantan Singingi.

Hamid, A. (2019). Berbagai Metode Mengajar bagi Guru dalam Proses Pembelajaran. Aktualita: Jurnal Penelitian Sosial Keagamaan, 9(2), 1–16.

Harianja, J. H., Gulo, J. T. A., Marbun, K., & Naibaho, D. (2023). Penerapan Kompetensi Profesional Guru PAK sebagai Pembimbing Peserta Didik melalui Nilai-Nilai Kehidupan. Jurnal Pendidikan Sosial dan Humaniora, 2(2), 11419–11426.

Husna, J. (2025). Analisis Dampak Lingkungan Sekolah terhadap Motivasi Belajar Siswa Kelas 1 di SDN Sumbersih 02. Jurnal Terapan Pendidikan Dasar dan Menengah, 5(2), 88–93.

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), 619–628.

Lay, S., Harefa, N., Dakhi, S., Hulu, A. P., & Laia, E. F. (2026). Integrasi Game Based Learning dalam Pendidikan Agama Katolik. In Veritate Lux: Jurnal Ilmu Kateketik Pastoral Teologi, Pendidikan, Antropologi, dan Budaya, 9(1), 98–108.

Naibaho, D., & Lumbantoruan, T. (2025). Peran dan Tanggung Jawab Guru dalam Mendidik Generasi Penerus. Jurnal Pendidikan Sosial dan Humaniora, 4(1), 879–886.

Pohan, N. (2018). Peran Guru sebagai Pembimbing dalam Perkembangan Belajar (Kajian pada Aspek Kognitif, Afektif, dan Psikomotorik). An-Nahdhah: Jurnal Pendidikan, Komunikasi dan Keagamaan, 1(2), 25–36.

Prananda, G., Judijanto, L., Ramadhona, R., & Lestari, N. C. (2024). Evaluasi Literatur terhadap Pengaruh Game-Based Learning dalam Meningkatkan Motivasi Belajar Siswa. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(4), 388–401.

Reihani, T. S., Rohmawati, N. D., Istiqomah, A. N., & Andrian, F. (2025). Penerapan Metode Game Based Learning dalam Meningkatkan Motivasi Belajar Matematika Siswa Sekolah Dasar. Jurnal Tahsinia, 6(12), 1881–1894.

Sianipar, N. M., Aritonang, H. D., & Gultom, R. (2024). Pengaruh Metode Belajar Game Based Learning dalam Mata Pelajaran Pendidikan Agama Kristen dan Budi Pekerti terhadap Keaktifan Belajar Siswa Kelas VI di SDN 173525 Balige Kabupaten Toba Tahun Pembelajaran 2024/2025. Jurnal Pendidikan Sosial dan Humaniora, 3(4), 4539–4552.

Sitanggang, E. (2025). The Influence of the Games Based Learning Model on Learning Interest in Christian Religious Education and Character Development. International Transformative Education and Humanities Journal, 1(1), 121–129.

Suntami, S., Sulistiani, E., Samha, R. A. N., & Anggraini, D. M. (2026). Pengaruh Game Based Learning terhadap Keaktivan, Motivasi, dan Hasil Belajar Siswa SD dalam Pembelajaran Matematika. Polinomial: Jurnal Pendidikan Matematika, 5(3), 1202–1213.

Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh Game-Based Learning terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan dan Kebudayaan, 10(3), 198–206.

Downloads

Published

2026-08-18