PENGARUH PENGGUNAAN GAME EDUKASI ELKARUN TERHADAP HASIL BELAJAR DASAR-DASAR ELEKTRONIKA SISWA KELAS X SMKN 26 JAKARTA

M. Rifki Ali Akbar, . (2026) PENGARUH PENGGUNAAN GAME EDUKASI ELKARUN TERHADAP HASIL BELAJAR DASAR-DASAR ELEKTRONIKA SISWA KELAS X SMKN 26 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Kurangnya keterlibatan aktif siswa disebabkan oleh proses pembelajaran yang masih bersifat berpusat pada guru dan kurangnya pemanfaatan media pembelajaran interaktif digital. Salah satu solusi untuk meningkatkan kualitas proses pembelajaran adalah dengan penggunaan media pembelajaran berbasis game-based learning. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game edukasi ELKARUN dengan model pembelajaran Game Based Learning dan model pembelajaran Ekspositori serta untuk mengetahui perbandingan signifikan antara kedua model pembelajaran terhadap hasil belajar siswa pada mata pelajaran Dasar-Dasar Elektronika di SMKN 26 Jakarta. Metode penelitian yang digunakan adalah kuantitatif komparatif dengan desain Quasi Experimental Tipe Pre-Test Post-Test Nonequivalent Control Group Design. Subjek penelitian terdiri dari 72 siswa yang dibagi menjadi dua kelas, yaitu kelas eksperimen (game edukasi ELKARUN dengan model pembelajaran Game Based Learning) dan kelas kontrol (model Ekspositori). Instrumen yang digunakan adalah tes pilihan ganda dan esai untuk mengukur hasil belajar. Hasil analisis data menunjukkan bahwa kedua model pembelajaran berpengaruh positif terhadap peningkatan hasil belajar siswa. Pengaruh game edukasi ELKARUN dengan model pembelajaran Game Based Learning memperoleh rata-rata hasil belajar sebesar 91 dengan standar deviasi 5,512, sementara model pembelajaran Ekspositori memperoleh rata-rata hasil belajar sebesar 82 dengan standar deviasi 6,654, dapat disimpulkan bahwa game edukasi ELKARUN dengan model pembelajaran Game Based Learning memberikan peningkatan yang lebih signifikan dibandingkan model Ekspositori. Selain itu pengujian dengan uji-t dua sampel independen menunjukkan nilai t hitung sebesar 6,735 dengan signifikansi (P-value two-tail) sebesar 3,77\times {10}^{-9} < 0,005, sehingga dapat disimpulkan terdapat pengaruh yang signifikan terkait hasil belajar siswa menggunakan game edukasi ELKARUN dengan model pembelajaran Game Based Learning. Kesimpulannya adalah game edukasi ELKARUN dengan model pembelajaran Game Based Learning efektif diterapkan dalam pembelajaran Dasar-Dasar Elektronika guna meningkatkan hasil belajar siswa.***** The low level of active student engagement is caused by a learning process that remains teacher-centered and a lack of utilization of digital interactive learning media. One of the solutions to improve the quality of the learning process is through the use of game-based learning media. This study aims to determine the effect of using the ELKARUN educational game with a Game-Based Learning model compared to a Expository model, as well as to determine the significant difference between the two learning models on student learning outcomes in the Basic Electronics subject at SMKN 26 Jakarta. The research method used is comparative quantitative with a Quasi-Experimental Pre-Test Post-Test Nonequivalent Control Group Design. The research subjects consisted of 72 students divided into two classes: the experimental class (ELKARUN educational game with a Game-Based Learning model) and the control class (Expository model). The instruments used to measure learning outcomes were multiple-choice and essay tests. The results of the data analysis showed that both learning models had a positive effect on improving student learning outcomes. The application of the ELKARUN educational game with the Game-Based Learning model obtained an average learning outcome of 91 with a standard deviation of 5.512, while the Teacher-Centered learning model obtained an average learning outcome of 82 with a standard deviation of 6.654. Therefore, it can be concluded that the ELKARUN educational game with the Game-Based Learning model provides a more significant improvement compared to the Expository model. Furthermore, the independent two-sample t-test showed a calculated t-value of 6.735 with a (P-value two-tail) of 3,77\times {10}^{-9} < 0,005, indicating a significant difference in student learning outcomes between the application of the ELKARUN educational game with the Game-Based Learning model and the Expository model. In conclusion, the ELKARUN educational game with the Game-Based Learning model is effectively applied in Basic Electronics learning to improve student learning outcomes.

Item Type: Thesis (Sarjana)
Additional Information: 1) Prof. Dr. Moch. Sukardjo, M.Pd. 2) Dr. Baso Maruddani, S.T., M.T.
Subjects: Pendidikan > Pendidikan Kejuruan dan Sekolah Kejuruan
Teknologi dan Ilmu Terapan > Teknik Elektronika
Divisions: FT > S1 Pendidikan Teknik Elektronika
Depositing User: M. Rifki Ali Akbar .
Date Deposited: 23 Jul 2026 07:38
Last Modified: 23 Jul 2026 07:38
URI: http://repository.unj.ac.id/id/eprint/66708

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