PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING MENGGUNAKAN PLATFORM ZEP QUIZ TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN EKONOMI KELAS X DI SMA NEGERI 31 JAKARTA

IMAS MASITHOH, . (2026) PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING MENGGUNAKAN PLATFORM ZEP QUIZ TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN EKONOMI KELAS X DI SMA NEGERI 31 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER.pdf

Download (1MB)
[img] Text
BAB I.pdf

Download (470kB)
[img] Text
BAB II.pdf
Restricted to Registered users only

Download (480kB) | Request a copy
[img] Text
BAB III.pdf
Restricted to Registered users only

Download (984kB) | Request a copy
[img] Text
BAB IV.pdf
Restricted to Registered users only

Download (296kB) | Request a copy
[img] Text
BAB V.pdf
Restricted to Registered users only

Download (221kB) | Request a copy
[img] Text
DAFTAR PUSTAKA.pdf

Download (243kB)
[img] Text
LAMPIRAN.pdf
Restricted to Registered users only

Download (3MB) | Request a copy

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh implementasi model pembelajaran Game Based Learning menggunakan platform Zep Quiz terhadap minat belajar siswa pada mata pelajaran ekonomi. Permasalahan utama yang melatarbelakangi penelitian ini adalah kondisi minat belajar siswa kelas X di SMA Negeri 31 Jakarta yang belum optimal cenderung pasif akibat dominasi metode pembelajaran yang digunakan konvensional. Pendekatan penelitian yang digunakan adalah kuantitatif dengan desain eksperimen semu (quasi Experimental) melalui rancangan Non-equivalent Control Group Design. Populasi penelitian mencakup seluruh siswa kelas X SMA Negeri 31 Jakarta, dengan pengambilan sampel menggunakan teknik Purposive Sampling yang terbagi ke dalam kelompok eksperimen dan kelompok kontrol. Instrumen pengumpulan data berupa angket minat belajar yang telah teruji validitas dan reliabilitasnya. Data dianalisis menggunakan statistik inferensial melalui uji Independent Sample T-test dan Uji efektivitas N-Gain Skor. Hasil data menunjukkan bahwa penerapan model GBL menggunakan Zep Quiz memberikan pengaruh positif dan signifikan terhadap minat belajar ekonomi siswa. Secara empiris, hal ini dibuktikan dengan perolehan nilai t-hitung sebesar 4.037 yang melampaui nilai t-tabel sebesar 1.995 pada taraf signifikansi 0.05. Lebih lanjut kelompok eksperimen menunjukkan tren peningkatan minat belajar yang lebih stabil dibandingkan kelompok kontrol yang mengalami penurunan skor rata-rata. Disimpulkan bahwa integrasi elemen gamifikasi digital dalam pembelajaran ekonomi mampu memediasi pemenuhan kebutuhan psikologis dasar siswa sehingga meningkatkan keterlibatan aktif dan motivasi intrinsik dalam proses pembelajaran. ***** This study aims to analyze the influence of implementing a Game Based Learning (GBL) model using the Zep Quiz platform on students’ interest in learning economics. The main issue underlying this study is that the learning interest of 10th grade students at State Senior High School 31 Jakarta is not yet optimal, and students tend to be passive due the dominance of conventional teaching methods. The research approach used was quantitative with a quasi-experimental design employing a non-equivalent control group design. The study population comprised all 10th grade students at State Senior High School 31 Jakarta, with sampling conducted using purposive sampling, divided into interest an experimental group and control group. The data collection instrument was a learning interest questionnaire that had been tested for validity and reliability. Data were analyzed using inferential statistics through an independent sample t-test and an N-Gain Scor effectiveness test. The result indicate that the implementation of the GBL model using Zep Quiz a positive and significant effect on students’ interest in learning economics. Empirically, this is evidenced by a calculated t-value of 4.037, which exceeds the critical t-value of 1.995 at a significance level of 0.00. Furthermore, the experimental group showed a more stable upward trend in learning interest compared to the control group, which experienced a decline in average scores. It is concluded that the integration of digital gamification element into economics instruction mediated the fulfilment of students’ basic psychological needs, thereby enhancing active engagement and intrinsic motivation in the learning process.

Item Type: Thesis (Sarjana)
Additional Information: 1). Riswandi, M.Pd.E. ; 2). Aditya Pratama, S.Pd., M.Pd.
Subjects: Ilmu Sosial > Sejarah Ekonomi, Kondisi Ekonomi
Divisions: FE > S1 Pendidikan Ekonomi
Depositing User: Imas Masithoh .
Date Deposited: 04 Aug 2026 08:15
Last Modified: 04 Aug 2026 08:15
URI: http://repository.unj.ac.id/id/eprint/68241

Actions (login required)

View Item View Item