Pengaruh Media Crossword Puzzle Online Terhadap Minat Belajar Peserta Didik Pada Mata Pelajaran Sejarah

Low student interest in history learning often leads to limited engagement and reduced learning outcomes. This study aims to analyze the effect of the Crossword Puzzle Online media on students’ interest in learning history. A quantitative approach with a quasi-experimental method and a non-equivalent control group design was employed. The sample was selected using purposive sampling, consisting of an experimental class (n = 37) and a control class (n = 34). The learning interest instrument was validated through content and construct validity and demonstrated high reliability (Cronbach’s Alpha = 0.864). Data were analyzed using normality, homogeneity, and hypothesis testing through an independent sample t-test. The results showed a substantial increase in the experimental group’s mean score from 59.57 (pretest) to 70.27 (posttest), while the control group only increased from 60.20 to 61.35. The t-test result indicated a significance value of p .001 (p 0.05), confirming that the Crossword Puzzle Online media had a significant effect on students’ learning interest. These findings reveal that digital game-based media can foster student enjoyment, concentration, and active participation during history learning. Therefore, Crossword Puzzle Online is an effective alternative to enhance students’ interest and engagement in history classrooms. AbstrakRendahnya minat belajar sejarah menjadi salah satu faktor penghambat keterlibatan peserta didik dalam proses pembelajaran. Penelitian ini bertujuan untuk menganalisis pengaruh media Crossword Puzzle Online terhadap minat belajar sejarah siswa kelas X SMA. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi experimental dan desain non-equivalent control group. Sampel ditentukan secara purposive, terdiri atas kelas eksperimen (n = 37) dan kelas kontrol (n = 34). Instrumen berupa angket minat belajar yang telah diuji validitas isi, validitas konstruk, dan reliabilitas (Cronbach’s Alpha = 0,864). Analisis data meliputi uji normalitas, homogenitas, dan uji hipotesis menggunakan independent sample t-test. Hasil penelitian menunjukkan peningkatan skor rata-rata minat belajar pada kelas eksperimen dari 59,57 (pretest) menjadi 70,27 (posttest), sedangkan kelas kontrol hanya meningkat dari 60,20 menjadi 61,35. Hasil uji t menunjukkan nilai signifikansi (2-tailed) 0,001 0,05, sehingga H₀ ditolak dan Ha diterima. Temuan ini menunjukkan bahwa penggunaan media Crossword Puzzle Online secara signifikan meningkatkan minat dan keterlibatan aktif peserta didik dalam pembelajaran sejarah. Dengan demikian, media ini dapat menjadi alternatif strategi pembelajaran yang menyenangkan, interaktif, dan mampu menciptakan suasana belajar yang lebih menarik bagi siswa.

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Publication Details

Journal
FACTUM Jurnal Sejarah dan Pendidikan Sejarah
Published
2025-10-14
DOI
https://doi.org/10.17509/factum.v14i2.90252
Primary Topic
Educational Methods and Media Use
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article
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article

Pengaruh Media Crossword Puzzle Online Terhadap Minat Belajar Peserta Didik Pada Mata Pelajaran Sejarah

Yulia Sofiani, Oka Agus Kurniawan Shavab, Dede Iryani
FACTUM Jurnal Sejarah dan Pendidikan Sejarah
Educational Methods and Media Use
article

Pengaruh Media Crossword Puzzle Online Terhadap Minat Belajar Peserta Didik Pada Mata Pelajaran Sejarah

Yulia Sofiani, Oka Agus Kurniawan Shavab, Dede Iryani
article en

Abstract

Low student interest in history learning often leads to limited engagement and reduced learning outcomes. This study aims to analyze the effect of the Crossword Puzzle Online media on students’ interest in learning history. A quantitative approach with a quasi-experimental method and a non-equivalent control group design was employed. The sample was selected using purposive sampling, consisting of an experimental class (n = 37) and a control class (n = 34). The learning interest instrument was validated through content and construct validity and demonstrated high reliability (Cronbach’s Alpha = 0.864). Data were analyzed using normality, homogeneity, and hypothesis testing through an independent sample t-test. The results showed a substantial increase in the experimental group’s mean score from 59.57 (pretest) to 70.27 (posttest), while the control group only increased from 60.20 to 61.35. The t-test result indicated a significance value of p .001 (p 0.05), confirming that the Crossword Puzzle Online media had a significant effect on students’ learning interest. These findings reveal that digital game-based media can foster student enjoyment, concentration, and active participation during history learning. Therefore, Crossword Puzzle Online is an effective alternative to enhance students’ interest and engagement in history classrooms. AbstrakRendahnya minat belajar sejarah menjadi salah satu faktor penghambat keterlibatan peserta didik dalam proses pembelajaran. Penelitian ini bertujuan untuk menganalisis pengaruh media Crossword Puzzle Online terhadap minat belajar sejarah siswa kelas X SMA. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi experimental dan desain non-equivalent control group. Sampel ditentukan secara purposive, terdiri atas kelas eksperimen (n = 37) dan kelas kontrol (n = 34). Instrumen berupa angket minat belajar yang telah diuji validitas isi, validitas konstruk, dan reliabilitas (Cronbach’s Alpha = 0,864). Analisis data meliputi uji normalitas, homogenitas, dan uji hipotesis menggunakan independent sample t-test. Hasil penelitian menunjukkan peningkatan skor rata-rata minat belajar pada kelas eksperimen dari 59,57 (pretest) menjadi 70,27 (posttest), sedangkan kelas kontrol hanya meningkat dari 60,20 menjadi 61,35. Hasil uji t menunjukkan nilai signifikansi (2-tailed) 0,001 0,05, sehingga H₀ ditolak dan Ha diterima. Temuan ini menunjukkan bahwa penggunaan media Crossword Puzzle Online secara signifikan meningkatkan minat dan keterlibatan aktif peserta didik dalam pembelajaran sejarah. Dengan demikian, media ini dapat menjadi alternatif strategi pembelajaran yang menyenangkan, interaktif, dan mampu menciptakan suasana belajar yang lebih menarik bagi siswa.

FACTUM Jurnal Sejarah dan Pendidikan SejarahVol. 14(2)
Siliwangi University (ID)
Openalex Percentile: Top 57%
Educational Methods and Media Use
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