Pengaruh Metode Game Based Learning Terhadap Minat Belajar Siswa pada Mata Pelajaran Matematika di Kelas V SDN 060799 Medan Labuhan

This study employs an experimental research design to determine the effect of using the Game-Based Learning model on students' learning outcomes in spatial building materials. The research uses a True-Experimental Design with a Posttest Only Control Group Design approach. The population includes all fifth-grade students from SDN 060799 Medan Labuhan, consisting of two classes, Class V A and Class V B. Sampling was conducted using a simple random sampling technique. The results show that the average posttest score in the experimental group, which used the Game-Based Learning model, was 76, while the control group scored 70.95. Hypothesis testing using an independent sample t-test yielded a t-value of 2.072, which is greater than the critical value of t-table (1.684), with a significance level of 0.044 (p < 0.05). These findings indicate that the Game-Based Learning model has a significantly greater impact on student learning outcomes compared to conventional methods.

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Publication Details

Journal
Tematik Jurnal Penelitian Pendidikan Dasar
Published
2024-08-10
DOI
https://doi.org/10.57251/tem.v3i1.1488
Primary Topic
Educational Methods and Media Use
Type
article
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article

Pengaruh Metode Game Based Learning Terhadap Minat Belajar Siswa pada Mata Pelajaran Matematika di Kelas V SDN 060799 Medan Labuhan

Syarifah Ainun Harahap, Nuri Ramadhan, Safrida Safrida
Tematik Jurnal Penelitian Pendidikan Dasar
Educational Methods and Media Use
article

Pengaruh Metode Game Based Learning Terhadap Minat Belajar Siswa pada Mata Pelajaran Matematika di Kelas V SDN 060799 Medan Labuhan

Syarifah Ainun Harahap, Nuri Ramadhan, Safrida Safrida
article en

Abstract

This study employs an experimental research design to determine the effect of using the Game-Based Learning model on students' learning outcomes in spatial building materials. The research uses a True-Experimental Design with a Posttest Only Control Group Design approach. The population includes all fifth-grade students from SDN 060799 Medan Labuhan, consisting of two classes, Class V A and Class V B. Sampling was conducted using a simple random sampling technique. The results show that the average posttest score in the experimental group, which used the Game-Based Learning model, was 76, while the control group scored 70.95. Hypothesis testing using an independent sample t-test yielded a t-value of 2.072, which is greater than the critical value of t-table (1.684), with a significance level of 0.044 (p < 0.05). These findings indicate that the Game-Based Learning model has a significantly greater impact on student learning outcomes compared to conventional methods.

Tematik Jurnal Penelitian Pendidikan DasarVol. 3(1)
Universitas Nahdlatul Ulama Indonesia (ID)
Openalex Percentile: Top 64%
Educational Methods and Media Use
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