Pengaruh Model Pembelajaran Digital Game Based Learning (DGBL) Terhadap Hasil Belajar Siswa SDN Manggis

Authors

  • Winda Risma Wardani Universitas Nusantara PGRI Kediri
  • Aan Nurfahrudianto Universitas Nusantara PGRI Kediri
  • Muhamad Basori Universitas Nusantara PGRI Kediri

Keywords:

Model pembelajaran Digital Game Based Learning (DGBL), hasil belajar siswa.

Abstract

This research was motivated by the low mathematics learning outcomes at SDN Manggis. This research aims to determine whether there is a significant effect of implementing the DGBL learning model on student learning outcomes for class II multiplication and division at SDN Manggis. The research method used is quantitative. The subjects of this research were class II students at SDN Manggis, totaling 42 students, there were control and experimental classes, each class had 21 students. The results of this research are 1) The results of mathematics learning for multiplication and division material that does not use the DGBL learning model at SDN Manggis 2 are 73, which means it is below the KKM, supported by hypothesis testing with results of 0.000 < 0.05. 2) The results of learning mathematics on multiplication and division material using the DGBL learning model obtained an average posttest score of 78, which means the score is above or the same as the KKM, supported by hypothesis testing with results of 0.000 < 0.05. 3) There is a significant effect of using the Digital Game Based Learning learning model supported by online mathematics game media on class II students at SDN Manggis 2 Puncu supported by hypothesis testing with results of 0.000 < 0.05.

References

Coffey. (2011) Digital game based learning. tersedia: http://www.learnnc.org/lp/pages/4970?ref=search , diunduh 14 Juni 2023.

Haris, H. (2010). Metode Penelitian Kuantitatif

Helmiati. (2012). Model Pembelajaran. Yogyakarta: Aswaja Pressindo.

Khoerunnisa, F. (2016). Penggunaan Media Digital Game-Based- Learning (DGBL) Untuk Meningkatkan Hasil Belajar Siswa Pada Pembelajaran Perakitan Komputer Di Smk N 8 Semarang.

Sugiyono. (2019). METODE PENELITIAN KUANTITATIF (Setiyawami (ed.)). Alfabeta.

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Published

2024-08-03

How to Cite

Winda Risma Wardani, Aan Nurfahrudianto, & Muhamad Basori. (2024). Pengaruh Model Pembelajaran Digital Game Based Learning (DGBL) Terhadap Hasil Belajar Siswa SDN Manggis. Prosiding SEMDIKJAR (Seminar Nasional Pendidikan Dan Pembelajaran), 7, 1300–1310. Retrieved from https://proceeding.unpkediri.ac.id/index.php/semdikjar/article/view/5340

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Articles