PENGARUH PENGGUNAAN MEDIA FLIPPITY VIDEO GAME TERHADAP HASIL BELAJAR BAHASA ARAB SISWA KELAS VIII MTSN 25 JAKARTA

ZILFA AZZAHRA, . (2025) PENGARUH PENGGUNAAN MEDIA FLIPPITY VIDEO GAME TERHADAP HASIL BELAJAR BAHASA ARAB SISWA KELAS VIII MTSN 25 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media Flippity Video Game terhadap hasil belajar Bahasa Arab siswa kelas VIII di MTsN 25 Jakarta. Latar belakang penelitian ini didasari oleh rendahnya hasil belajar siswa yang dipengaruhi oleh kurangnya variasi media pembelajaran yang menarik dan interaktif. Media Flippity merupakan media digital berbasis Google Sheets yang menyediakan berbagai fitur pembelajaran interaktif seperti permainan edukatif, kuis, dan flashcard yang dapat meningkatkan keterlibatan siswa dalam proses belajar. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi-experimental dan desain post-test only control group. Sampel terdiri dari dua kelas, yakni kelas eksperimen yang menggunakan media Flippity Video Game, dan kelas kontrol yang tidak menggunakan media Flippity Video Game. Instrumen yang digunakan berupa tes objektif pilihan ganda yang diberikan setelah pembelajaran (post-test). Hasil penelitian menunjukkan bahwa rata-rata nilai post-test siswa di kelas eksperimen adalah 86.74, sedangkan kelas kontrol memperoleh rata-rata 78.95. Hasil analisis uji-t menunjukkan nilai Sig. (2-tailed) sebesar < 0.001, dan t-hitung sebesar 3.503 lebih besar dari t-tabel 2.021. Dengan hasil yang diperoleh, dapat disimpulkan bahwa penggunaan media Flippity Video Game memberikan dampak positif yang signifikan terhadap hasil belajar Bahasa Arab siswa. ***** This study aims to determine the effect of using Flippity Video Game media on the Arabic language learning outcomes of eighth-grade students at MTsN 25 Jakarta. The background of this study is based on the low learning outcomes of students, which are influenced by the lack of varied, engaging, and interactive learning media. Flippity is a digital media platform based on Google Sheets that offers various interactive learning features such as educational games, quizzes, and flashcards to enhance student engagement in the learning process. This study employs a quantitative approach using a quasi-experimental method and a post-test only control group design. The sample consists of two classes: an experimental class using Flippity Video Game media and a control class not using Flippity Video Game media. The instrument used was an objective multiple-choice test administered after the learning process (post-test). The results showed that the average post-test score of students in the experimental class was 86.74, while the control class obtained an average of 78.95. The t-test analysis results showed a Sig. (2-tailed) of < 0.001, and the calculated t-value of 3.503 was greater than the table t-value of 2.021. Based on the results obtained, it can be concluded that the use of Flippity Video Game media has a significant positive impact on students' Arabic language learning outcomes.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Samsi Setiadi, M.Pd. 2). Dr. Romdani, M.Pd.
Subjects: Bahasa dan Kesusastraan > Bahasa Arab
Divisions: FBS > S1 Pendidikan Bahasa Arab
Depositing User: Zilfa Azzahra .
Date Deposited: 25 Aug 2025 01:02
Last Modified: 25 Aug 2025 01:02
URI: http://repository.unj.ac.id/id/eprint/61962

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