DELA AGUSTINA, . (2026) PENGARUH METODE PEMBELAJARAN GAME-BASED LEARNING TERHADAP HASIL BELAJAR SISWA KELAS XI TAV PADA MATA PELAJARAN PENERAPAN RANGKAIAN ELEKTRONIKA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
|
Text
COVER.pdf Download (1MB) |
|
|
Text
BAB I.pdf Download (383kB) |
|
|
Text
BAB II.pdf Restricted to Registered users only Download (1MB) | Request a copy |
|
|
Text
BAB III.pdf Restricted to Registered users only Download (709kB) | Request a copy |
|
|
Text
BAB IV.pdf Restricted to Registered users only Download (579kB) | Request a copy |
|
|
Text
BAB V.pdf Restricted to Registered users only Download (404kB) | Request a copy |
|
|
Text
DAFTAR PUSTAKA.pdf Download (327kB) |
|
|
Text
LAMPIRAN.pdf Restricted to Registered users only Download (3MB) | Request a copy |
Abstract
Penelitian bertujuan mengetahui pengaruh metode pembelajaran Game-Based Learning (GBL) terhadap hasil belajar siswa kelas XI TAV pada mata pelajaran Penerapan Rangkaian Elektronika di SMK Negeri 5 Jakarta. Penelitian menggunakan metode quasi experimental dengan desain Nonequivalent Control Group Design pada dua kelas, yaitu XI TAV 1 sebagai kelas kontrol dan XI TAV 2 sebagai kelas eksperimen, masing-masing berjumlah 35 siswa. Data dikumpulkan melalui pretest dan posttest, kemudian dianalisis menggunakan uji normalitas, homogenitas, uji-t Independent, uji Paired Sample t-Test, dan N-Gain. Hasil penelitian menunjukkan rata-rata nilai kelas eksperimen meningkat dari 58,43 menjadi 85,52, sedangkan kelas kontrol dari 57,60 menjadi 70,96. Hasil uji-t Independent menunjukkan |t hitung| = 9,867 > t tabel = 1,995 dan uji Paired Sample t-Test menunjukkan |t hitung| = 2,181 > t tabel = 2,032, sehingga terdapat pengaruh signifikan metode GBL terhadap peningkatan hasil belajar siswa. Nilai N-Gain sebesar 0,7 dengan persentase 66% termasuk kategori sedang dan cukup efektif. Dengan demikian, metode pembelajaran Game-Based Learning (GBL) berpengaruh positif dan cukup efektif dalam meningkatkan hasil belajar siswa kelas XI TAV di SMK Negeri 5 Jakarta. Kata Kunci : Game-Based Learning, hasil belajar, metode pembelajaran. ***** This study aims to determine the effect of the Game-Based Learning (GBL) method on the learning outcomes of grade XI TAV students in the Electronic Circuit Application subject at SMK Negeri 5 Jakarta. The study employed a quasi-experimental method with a Nonequivalent Control Group Design involving two classes: XI TAV 1 as the control group and XI TAV 2 as the experimental group, each consisting of 35 students. Data were collected through pretests and posttests, and subsequently analyzed using normality tests, homogeneity tests, Independent Sample t-tests, Paired Sample t-tests, and N-Gain analysis. The results indicated that the average score of the experimental group increased from 58.43 to 85.52, while the control group's average score increased from 57.60 to 70.96. The Independent Sample t-test showed that |t-count| = 9.867 > t-table = 1,995, and the Paired Sample t-test showed |t-count| = 2.181 > t-table = 2.032, indicating a significant effect of the GBL method on the improvement of student learning outcomes. The N-Gain score of 0.7, with a percentage of 66%, falls into the moderate category and is considered fairly effective. Thus, the Game-Based Learning (GBL) method has a positive effect and is fairly effective in enhancing the learning outcomes of grade XI TAV students at SMK Negeri 5 Jakarta. Keywords: Game-Based Learning, learning outcomes, learning method.
| Item Type: | Thesis (Sarjana) |
|---|---|
| Additional Information: | 1). Prof. Dr. Moch. Sukardjo, M.Pd. ; 2). Dr. Wisnu Djatmiko, M.T. |
| Subjects: | Pendidikan > Teori, Penelitian Pendidikan Pendidikan > Pendidikan Kejuruan dan Sekolah Kejuruan Teknologi dan Ilmu Terapan > Teknik Elektronika |
| Divisions: | FT > S1 Pendidikan Teknik Elektronika |
| Depositing User: | Dela Agustina . |
| Date Deposited: | 16 Jul 2026 05:41 |
| Last Modified: | 16 Jul 2026 05:41 |
| URI: | http://repository.unj.ac.id/id/eprint/66676 |
Actions (login required)
![]() |
View Item |
