Pengaruh Model Pembelajaran Game Based Learning Berbantuan Blooket Terhadap Hasil Belajar Pendidikan Pancasila Kelas V Di SD IT Ar-Rahman Lampung Selatan
DOI:
https://doi.org/10.59944/jipsi.v5i3.1581Keywords:
Game-Based Learning, Blooket, Learning Outcomes, Pancasila EducationAbstract
This study was motivated by the low learning outcomes in Pancasila Education among fifth-grade students at SD IT Ar-Rahman in South Lampung, as well as the need for a more active, interactive, and enjoyable learning model. The purpose of this study was to determine the effect of the Blooket-assisted Game-Based Learning model on the learning outcomes in Pancasila Education among fifth-grade students at SD IT Ar-Rahman in South Lampung. This study employed a quantitative approach using a quasi-experimental method and a Nonequivalent Control Group Design. The sample consisted of 60 students: 30 fifth-grade students in Class A as the experimental group, who used the Blooket-assisted Game-Based Learning model, and 30 fifth-grade students in Class B as the control group, who used the Think-Pair-Share model. Cluster random sampling was used for sample selection. Data collection was conducted through tests, observations, and documentation. Data analysis involved normality tests, homogeneity tests, and hypothesis testing using the Independent Samples t-Test. The results showed a significance value (Sig., 2-tailed) of 0.001 < 0.05, with a calculated t-value of -3.595 and a mean difference of -6.400. These results indicate a difference in the mean learning outcomes of 6.40 points, with the experimental class achieving higher learning outcomes than the control class. Thus, H₀ is rejected and H₁ is accepted, leading to the conclusion that the Blooket-assisted Game-Based Learning model has a significant effect on the learning outcomes in Pancasila Education among fifth-grade students at SD IT Ar-Rahman in South Lampung.
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