Artikel Ilmiah : C1L021012 a.n. LISDA NINDYA NEL'JUAN GIMNASTIAR
| NIM | C1L021012 |
|---|---|
| Namamhs | LISDA NINDYA NEL'JUAN GIMNASTIAR |
| Judul Artikel | PENGARUH PENERAPAN METODE GAME-BASED LEARNING TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA SMA NEGERI 3 PURWOKERTO |
| Abstrak (Bhs. Indonesia) | Penelitian ini merupakan penelitian kuantitatif dengan model eksperimen yang dilakukan terhadap siswa di SMA Negeri 3 Purwokerto. Tujuan penelitian ini untuk menganalisis perbedaan dan pengaruh penerapan metode pembelajaran Game-Based Learning terhadap motivasi dan hasil belajar siswa SMA Negeri 3 Purwokerto. Penelitian ini menggunakan model Quasi Experimental Design dengan bentuk Nonequivalent Control Group Designl. Populasi dalam penelitian ini adalah siswa kelas XI SMA Negeri 3 Purwokerto yang berjumlah 180 siswa. Penentuan sampel menggunakan teknik Purposive Sampling dan analisis data berupa uji validitas, uji reliabilitas, uji tingkat kesukaran soal, uji daya pembeda soal, uji normalitas, uji homogenitas, uji independent sample t-test, dan regresi linier sederhana. Pada penelitian ini diperoleh hasil bahwa: 1) Terdapat pengaruh positif penerapan metode pembelajaran Game-Based Learning terhadap motivasi belajar siswa; 2) Terdapat pengaruh positif penerapan metode pembelajaran Game-Based Learning terhadap hasil belajar siswa; 3) Terdapat perbedaan motivasi belajar antara siswa yang menggunakan metode Game-Based Learning dengan siswa yang menggunakan metode pembelajaaran konvensional; 4) Terdapat perbedaan motivasi belajar antara siswa yang menggunakan metode Game-Based Learning dengan siswa yang menggunakan metode pembelajaaran konvensional. Kata Kunci: Metode Pembelajaran, Game-Based Learning, Motivasi Belajar, Hasil Belajar |
| Abtrak (Bhs. Inggris) | This research is a quantitative research with an experimental model conducted on students at SMA Negeri 3 Purwokerto. The purpose of this study is to analyze the differences and effects of the application of the Game-Based Learning learning method on the motivation and learning outcomes of students at SMA Negeri 3 Purwokerto. This study uses a Quasi Experimental Design model with a Nonequivalent Control Group Design. The population in this study were 180 students of class XI of SMA Negeri 3 Purwokerto. The sample determination used Purposive Sampling techniques and data analysis in the form of validity tests, reliability tests, test levels of difficulty of questions, test of question discrimination power, normality tests, homogeneity tests, independent sample t-tests, and simple linear regression. In this study, the results obtained are: 1) There is a positive effect of the application of the Game-Based Learning learning method on student learning motivation; 2) There is a positive effect of the application of the Game-Based Learning learning method on student learning outcomes; 3) There is a difference in learning motivation between students who use the Game-Based Learning method and students who use conventional learning methods; 4) There is a difference in learning motivation between students who use Game-Based Learning and those who use conventional learning methods. Keywords: Learning Method, Game-Based Learning, Learning Motivation, Learning Outcomes. |
| Kata kunci | Metode Pembelajaran, Game-Based Learning, Motivasi Belajar, Hasil Belajar |
| Pembimbing 1 | Drs. Rakhmat Priyono, M.E. |
| Pembimbing 2 | Sofiatul Khotimah, S.Pd., M.Pd |
| Pembimbing 3 | |
| Tahun | 2026 |
| Jumlah Halaman | 11 |
| Tgl. Entri | 2026-02-13 18:43:03.859026 |