PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING (GBL) BERBANTUAN MEDIA ULAR TANGGA TERHADAP KEAKTIFAN SISWA KELAS V
DOI:
https://doi.org/10.21154/ibriez.v10i2.802Keywords:
Game Based Learning, Snakes and Ladder, Student ActivityAbstract
This research is motivated by the uneven distribution of student activeness in participating in science learning in grade V of SDN 2 Taman Agung. Interactive learning needs to be developed so that students are more actively involved. One effort that can be done is implementing the Game Based Learning (GBL) model assisted by the snakes and ladders game media. This study aims to determine the effect of the GBL learning model with snakes and ladders media on the activeness of grade V students. The study used a quantitative method with a Pre-Experimental One Group Pretest-Posttest Design. The research sample was 25 grade VA students of SDN 2 Taman Agung who were selected through purposive sampling. Data collection techniques included observation, questionnaires, tests, and documentation. Data analysis was carried out through normality tests and Wilcoxon tests because the data were not normally distributed. The results showed an increase in student activeness after the GBL model was implemented with snakes and ladders media. The average student activeness score increased from 10.6 in the pretest to 12.48 in the posttest. The Wilcoxon test showed an Asymp. Sig. value. (2-tailed) of 0.001 < 0.05, so there is a significant difference between the scores before and after treatment. Thus, it can be concluded that the Game Based Learning learning model assisted by snakes and ladders media has a significant effect in increasing the activeness of fifth grade students at SDN 2 Taman Agung.
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