THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT

This study is a quantitative research employing an experimental approach. The aim is to determine the impact of game-based learning on improving student learning outcomes in class X Cultural Arts subjects at SMA Negeri 6 North Toraja. The type of experimental research used is quasi-experimental with a pretest-posttest control group design. Data was collected through observation and a test consisting of 20 valid questions, with the help of SPSS 29 for data analysis. The population of this study includes all class X students at SMA Negeri 6 North Toraja, totaling 91 students. The sample comprises two classes: class X2 as the control group and class X3 as the experimental group. The statistical test results, based on post-test data from both classes, revealed that the post-test scores of the experimental and control groups were normally distributed. The independent samples t-test indicated a statistically significant difference in the average learning outcomes between the experimental and control groups, with a significance value (2-tailed) of 0.01, which is less than 0.05. Therefore, H0 (null hypothesis) is rejected, and H1 (alternative hypothesis) is accepted. In conclusion, game-based learning significantly affects student learning outcomes in the Cultural Arts subject for class X at SMA Negeri 6 North Toraja.

Authors

Institutions

Publication Details

Journal
INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
Published
2024-11-30
DOI
https://doi.org/10.26858/ijet.v3i2.5144
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT

Ervianti Ervianti, Muh. Putra Pratama, Silva Arruan Mettang
INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
Sports and Physical Education Research
article

THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT

Ervianti Ervianti, Muh. Putra Pratama, Silva Arruan Mettang
article en

Abstract

This study is a quantitative research employing an experimental approach. The aim is to determine the impact of game-based learning on improving student learning outcomes in class X Cultural Arts subjects at SMA Negeri 6 North Toraja. The type of experimental research used is quasi-experimental with a pretest-posttest control group design. Data was collected through observation and a test consisting of 20 valid questions, with the help of SPSS 29 for data analysis. The population of this study includes all class X students at SMA Negeri 6 North Toraja, totaling 91 students. The sample comprises two classes: class X2 as the control group and class X3 as the experimental group. The statistical test results, based on post-test data from both classes, revealed that the post-test scores of the experimental and control groups were normally distributed. The independent samples t-test indicated a statistically significant difference in the average learning outcomes between the experimental and control groups, with a significance value (2-tailed) of 0.01, which is less than 0.05. Therefore, H0 (null hypothesis) is rejected, and H1 (alternative hypothesis) is accepted. In conclusion, game-based learning significantly affects student learning outcomes in the Cultural Arts subject for class X at SMA Negeri 6 North Toraja.

INDONESIAN JOURNAL OF EDUCATIONAL TECHNOLOGYVol. 3(2)
Universitas Kristen Indonesia (ID)
Openalex Percentile: Top 47%
Sports and Physical Education Research
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.