FUJA YANI, NPM 2204303001 (2026) PENGGUNAAN EDUCATION GAME UNTUK HASIL BELAJAR BIOLOGI KONSEP KLASIFIKASI MAKHLUK HIDUP DI SMA NEGERI 1 PANAI HILIR KELAS XI. Skripsi thesis, Universitas Labuhanbatu.
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Abstract
Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa pada materi klasifikasi makhluk hidup serta perlunya inovasi dalam penggunaan media pembelajaran yang lebih interaktif. Oleh karena itu, penelitian ini bertujuan untuk mengetahui efektivitas penggunaan education game terhadap peningkatan hasil belajar siswa. Secara teoretis, penggunaan media pembelajaran berbasis teknologi, khususnya education game, mampu meningkatkan motivasi dan keterlibatan siswa dalam proses belajar. Hal ini sejalan dengan teori pembelajaran konstruktivistik yang menekankan pentingnya interaksi aktif siswa dalam membangun pemahaman konsep. Penelitian ini menggunakan metode kuasi eksperimen dengan desain pretest-posttest control group, yang melibatkan kelas eksperimen dan kelas kontrol. Pengumpulan data dilakukan melalui tes hasil belajar berupa pretest dan posttest, yang kemudian dianalisis menggunakan uji statistik. Hasil penelitian menunjukkan bahwa nilai rata-rata posttest pada kelas eksperimen lebih tinggi dibandingkan kelas kontrol, serta hasil uji hipotesis menunjukkan perbedaan yang signifikan. Hal ini mengindikasikan bahwa penggunaan education game memberikan pengaruh positif terhadap peningkatan hasil belajar siswa. Dengan demikian, dapat disimpulkan bahwa education game efektif digunakan sebagai media pembelajaran untuk meningkatkan hasil belajar siswa pada materi klasifikasi makhluk hidup. Kata Kunci : Education Game, Hasil Belajar, Klasifikasi Makhluk Hidup, Pembelajaran Interaktif, Kuasi Eksperimen ================================================================================================ This research is motivated by the low learning outcomes of students on the classification of living things and the need for innovation in the use of more interactive learning media. Therefore, this study aims to determine the effectiveness of using educational games in improving student learning outcomes. Theoretically, the use of technology-based learning media, particularly educational games, can increase student motivation and engagement in the learning process. This is in line with constructivist learning theory, which emphasizes the importance of active student interaction in building conceptual understanding. This study used a quasi experimental method with a pretest-posttest control group design, involving an experimental class and a control class. Data were collected through learning outcome tests in the form of pretests and posttests, which were then analyzed using statistical tests. The results showed that the average posttest score in the experimental class was higher than in the control class, and the results of the hypothesis test showed a significant difference. This indicates that the use of educational games has a positive impact on improving student learning outcomes. Therefore, it can be concluded that educational games are effective as a learning medium for improving student learning outcomes in the classification of living things topic. Keywords : Educational Game, Learning Outcomes, Classification Of Living Things, Interactive Learning, Quasi-Experiment
| Item Type: | Thesis (Skripsi) |
|---|---|
| Uncontrolled Keywords: | Education Game, Hasil Belajar, Klasifikasi Makhluk Hidup, Pembelajaran Interaktif, Kuasi Eksperimen ======================================== Educational Game, Learning Outcomes, Classification Of Living Things, Interactive Learning, Quasi-Experiment |
| Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education Q Science > QH Natural history > QH301 Biology |
| Divisions: | Fakultas keguruan dan Ilmu Pendidikan > Pendidikan Biologi |
| Depositing User: | Unnamed user with email repository@ulb.ac.id |
| Date Deposited: | 20 May 2026 02:56 |
| Last Modified: | 20 May 2026 02:56 |
| URI: | http://repository.ulb.ac.id/id/eprint/2349 |
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