Edugames Baamboozle: Increasing Interest in Learning Fine Arts for Students Kelas XI in SMA Negeri 4 Sidrap Through Game-Based Learning

The purpose of this study is to ascertain how effective Edugames Baamboozle in increasing interest in learning Fine Arts students in SMA Negeri 4's class XI Sidrap. With a pretest- posttest control group design, this study employs a proper experimental research design. Class XI IPA 1, which had 28 students as the control group, and class XI IPA 2, which had 26 students as the experimental group, comprised the study's sample. From the findings of this investigation that have been analyzedthe control class's average value was 68.89% in the experimental class 83.83%. The N-Gain test findings in the control class were 27.35%, while 61.56% in the experimental class. In light of these findings, it may be said that the use of edugames Baamboozle is effective in increasing interest in learning Fine Arts of SMA Negeri 4 Sidrap class XI students.Key Words: Learning, Baamboozle Edugames, Learning Interest.

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Publication Details

Journal
Jurnal Visionary Penelitian dan Pengembangan dibidang Administrasi Pendidikan
Published
2025-03-27
DOI
https://doi.org/10.33394/vis.v13i1.15001
Primary Topic
Child Development and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Edugames Baamboozle: Increasing Interest in Learning Fine Arts for Students Kelas XI in SMA Negeri 4 Sidrap Through Game-Based Learning

Syamsunir Syamsunir, Nurmayanti Nurmayanti, Ulfianti Ulfianti
Jurnal Visionary Penelitian dan Pengembangan dibidang Administrasi Pendidikan
Child Development and Education
article

Edugames Baamboozle: Increasing Interest in Learning Fine Arts for Students Kelas XI in SMA Negeri 4 Sidrap Through Game-Based Learning

Syamsunir Syamsunir, Nurmayanti Nurmayanti, Ulfianti Ulfianti
article en

Abstract

The purpose of this study is to ascertain how effective Edugames Baamboozle in increasing interest in learning Fine Arts students in SMA Negeri 4's class XI Sidrap. With a pretest- posttest control group design, this study employs a proper experimental research design. Class XI IPA 1, which had 28 students as the control group, and class XI IPA 2, which had 26 students as the experimental group, comprised the study's sample. From the findings of this investigation that have been analyzedthe control class's average value was 68.89% in the experimental class 83.83%. The N-Gain test findings in the control class were 27.35%, while 61.56% in the experimental class. In light of these findings, it may be said that the use of edugames Baamboozle is effective in increasing interest in learning Fine Arts of SMA Negeri 4 Sidrap class XI students.Key Words: Learning, Baamboozle Edugames, Learning Interest.

Jurnal Visionary Penelitian dan Pengembangan dibidang Administrasi PendidikanVol. 13(1)
Openalex Percentile: Top 91%
Child Development and Education
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Edugames Baamboozle: Increasing Interest in Learning Fine Arts for Students Kelas XI in SMA Negeri 4 Sidrap Through Game-Based Learning — Syamsunir Syamsunir, Nurmayanti Nurmayanti, et al. · Jurnal Visionary Penelitian dan Pengembangan dibidang Administrasi Pendidikan (2025) | TGRS Research Map | TGRS