PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN GIMKIT SEBAGAI GAMIFIKASI TERHADAP PEMBELAJARAN BAHASA INDONESIA DI KELAS 5 SEKOLAH DASAR

Brillian, Ian (2024) PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN GIMKIT SEBAGAI GAMIFIKASI TERHADAP PEMBELAJARAN BAHASA INDONESIA DI KELAS 5 SEKOLAH DASAR. S1 thesis, UNIVERSITAS PGRI MADIUN.

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Abstract

This research was conducted at Sogaten Elementary School, Madiun City. This school is located at Jalan Puspowarno No. 15, Manguharjo District, Madiun City. Problems identified during initial observations, researchers found that students were less enthusiastic during learning activities, this was because learning still used the old method without using interactive learning media. Then, even though students have been facilitated by using Chrome books, teachers as educators do not utilize this facility as a learning medium. Based on these findings, the researcher conducted an experiment using Gimkit media as a solution to resolve the problem findings. This research also aims to find out whether there is an influence of learning media using Gimkit on students' learning outcomes in grade 5 Indonesian language subjects at SDN Sogaten. The initial data test was carried out using a normality test with the test results known, the Pretest Posttest for the Experimental Class and the Pretest for the Control Class were not normally distributed, while the posttest for the control class was normally distributed. Meanwhile, homogeneity results were taken using the Brown-Forsythe homogeneity test. Based on the homogeneity test results of the learning outcomes of the two classes, it is known that the test decision results were declared homogeneous. After the normality and homogeneity tests were carried out, a balance test was carried out. The results of the learning balance test between the experimental class and the control class of students before learning were known to be acceptable, so it could be concluded that before the learning was carried out, the values of the two classes were no different or homogeneous. Based on the results of the hypothesis test on student learning outcomes after learning, it is known that the Ho test decision was accepted. With these results, it can be concluded that there is no significant difference between the learning outcomes of experimental class students using the gimkit and the learning outcomes of control class students without using the gimkit

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Gimkit; Gamification ; Learning outcomes ; Indonesian.
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Guru Sekolah Dasar
Depositing User: IAN BRILLIAN IAN
Date Deposited: 13 Aug 2024 05:48
Last Modified: 13 Aug 2024 05:48
URI: http://eprint.unipma.ac.id/id/eprint/1199

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