CD Skripsi
pengaruh model game based learning berbantuan card sort terhadap keaktifan dan hasil belajar siswa pada materi sistem koordinasi
Quality education is achieved through an effective learning process, which is characterized by active student involvement or participation in learning activities. However, in reality, the level of student learning engagement during the learning process remains relatively low. In addition to low learning engagement, poor learning outcomes also pose a problem in the biology learning process. Biology material is often considered difficult due to its complexity, and the use of less innovative learning models further contributes to these problems. Therefore, the implementation of a game-based learning model assisted by card sort activities is considered appropriate to improve student engagement and learning outcomes in biology learning.
This study aims to: 1) Determine the effect of a game-based learning model assisted by card sort on student learning engagement in the coordination system topic. 2) Determine the effect of a game-based learning model assisted by card sort on student learning outcomes in the coordination system topic.
This research is an experimental study with a quantitative approach. The research design employed a Nonequivalent Group Posttest Only Design. The research sample was selected using purposive sampling, resulting in two sample classes: class XI.2 as the experimental class and class XI.7 as the control class. Data collection techniques included observation using learning engagement observation sheets, tests using learning outcome test instruments, and documentation using documentation guidelines. Data analysis techniques included the Mann–Whitney test and the t-test.
The results showed that: 1) The average student learning engagement score in the experimental class was 63.56 (active category), while the learning engagement score in the control class was only 55.83 (moderately active category). Hypothesis testing indicated a significance value of 0.000 (< 0.05). 2) The average student learning outcome score in the experimental class was 84.23 (good category), whereas the learning outcome score in the control class was only
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77.26 (fair category). Hypothesis testing indicated a significance value of 0.000 (< 0.05).
Based on these results, it can be concluded that: 1) The game-based learning model assisted by card sort has a significant effect on student learning engagement in the coordination system topic. 2) The game-based learning model assisted by card sort has a significant effect on student learning outcomes in the coordination system topic.
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