PENGARUH PEMBELAJARAN BERBASIS GAME MATHQUEST (MATHEMATIC ADVENTURE QUEST) TERHADAP MOTIVASI BELAJAR MATEMATIKA SISWA SDN 2 GAJAH

NURFITRIA, SAHIRA DINA (2024) PENGARUH PEMBELAJARAN BERBASIS GAME MATHQUEST (MATHEMATIC ADVENTURE QUEST) TERHADAP MOTIVASI BELAJAR MATEMATIKA SISWA SDN 2 GAJAH. S1 thesis, Universitas PGRI Madiun.

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Abstract

ASBTRAK Sahira Dina Nurfitria. 2024. Pengaruh Pembelajaran Berbasis Game MATHQUEST (Mathematic Adventure Quest) Terhadap Motivasi Belajar Matematika Siswa SDN 2 Gajah. Skripsi. Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas PGRI Madiun. Pembimbing (I) Endang Sri Maruti, M.Pd., (II) Ibadullah Malawi, M.Pd. Latar belakang masalah yang diteliti adalah rendahnya motivasi belajar matematika siswa, yang berdampak negatif terhadap hasil belajar mereka. Realita yang dihadapi adalah banyak siswa mengalami kesulitan dalam memahami konsep matematika dan merasa kurang termotivasi untuk belajar. Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran berbasis game MATHQUEST (Mathematic Adventure Quest) terhadap motivasi belajar matematika siswa di SDN 2 Gajah. Metode penelitian yang digunakan adalah metode kuantitatif. Penelitian ini menggunakan desain penelitian eksperimental non-equivalent control group. Sampel dalam penelitian ini adalah siswa kelas V SDN 2 Gajah yang dibagi menjadi dua kelompok, yaitu kelompok eksperimen dan kelompok kontrol. Teknik pengumpulan data dilakukan melalui angket, observasi, dan tes. Data yang diperoleh dianalisis menggunakan software SPSS versi 29.0. Sebelum melakukan analisis data, instrumen yang akan digunakan dilakukan uji validitas dan reliabilitas terlebih dahulu guna melihat keandalan instrumen. Selanjutnya, data yang diperoleh juga dilakukan uji prasyarat yakni uji normalitas dan homogenitas. Setelah itu dilakukan pengujian hipotesis meliputi uji t dan paired sample test untuk menguji signifikansi perbedaan antara kelompok eksperimen dan kelompok kontrol. Hasil penelitian menunjukkan bahwa terdapat pengaruh signifikan penggunaan media pembelajaran berbasis game MATHQUEST terhadap motivasi belajar matematika siswa. Hal ini ditunjukkan dengan nilai signifikansi uji hipotesis ketiga instrumen yang di bawah 0,05, yang berarti hipotesis alternatif diterima. Dengan demikian, dapat disimpulkan bahwa media pembelajaran berbasis game MATHQUEST efektif dalam meningkatkan motivasi belajar siswa, yang pada gilirannya juga mempengaruhi peningkatan hasil belajar mereka. Harapan ke depannya, hasil penelitian ini dapat menjadi acuan bagi pendidik dan pengembang kurikulum untuk lebih mengintegrasikan teknologi dan media pembelajaran inovatif seperti MATHQUEST dalam proses pembelajaran. Selain itu, diharapkan penelitian ini dapat menggiring adanya studi lebih lanjut mengenai penggunaan game edukatif dalam pembelajaran di berbagai mata pelajaran lainnya. Kata kunci: Pembelajaran Berbasis Game, MATHQUEST, Motivasi Belajar, Hasil Belajar ABSTRACT Sahira Dina Nurfitria. 2024. The Effect of Game-based learning Using MATHQUEST (Mathematic Adventure Quest) on the Motivation to Learn Mathematics Among Students at SDN 2 Gajah. Thesis. Elementary School Teacher Education Study Program, Faculty of Teacher Training and Education, Universitas PGRI Madiun. Supervisors: (I) Endang Sri Maruti, M.Pd., (II) Ibadullah Malawi, M.Pd. The background of the problem studied is the low motivation to learn mathematics among students, which negatively impacts their learning outcomes. The reality faced is that many students have difficulty understanding mathematical concepts and feel less motivated to learn. This study aims to determine the effect of game-based learning using MATHQUEST (Mathematic Adventure Quest) on the motivation to learn mathematics among students at SDN 2 Gajah. The research method used is a quantitative method. This study uses a non-equivalent control group experimental design. The sample in this study consisted of fifth-grade students at SDN 2 Gajah, divided into two groups: the experimental group and the control group. Data collection techniques included questionnaires, observations, and tests. The data obtained were analyzed using SPSS version 29.0 software. Before analyzing the data, the instruments used were tested for validity and reliability to ensure their reliability. Furthermore, the data obtained were subjected to prerequisite tests, namely normality and homogeneity tests. After that, hypothesis testing was carried out, including t-tests and paired sample tests, to examine the significance of the differences between the experimental group and the control group. The results of the study showed a significant effect of using the MATHQUEST game-based learning media on students' motivation to learn mathematics. This is indicated by the significance value of the hypothesis test for the three instruments, which is below 0.05, meaning that the alternative hypothesis is accepted. Thus, it can be concluded that the MATHQUEST game-based learning media is effective in increasing students' motivation to learn, which in turn also affects the improvement of their learning outcomes. Looking forward, the results of this study can serve as a reference for educators and curriculum developers to better integrate technology and innovative learning media like MATHQUEST into the learning process. Additionally, it is hoped that this research will encourage further studies on the use of educational games in learning various other subjects. Key Terms: Game-based learning, MATHQUEST, Learning Motivation, Learning Outcomes

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Pembelajaran Berbasis Game, MATHQUEST, Motivasi Belajar, Hasil Belajar
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Guru Sekolah Dasar
Depositing User: NURFITRIA DINA SAHIRA
Date Deposited: 16 Aug 2024 07:58
Last Modified: 16 Aug 2024 07:58
URI: http://eprint.unipma.ac.id/id/eprint/1249

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