PENGARUH PENERAPAN MODEL PEMBELAJARAN GAME BASED LEARNING DENGAN APLIKASI CODINGAME TERHADAP HASIL BELAJAR SISWA PADA MATERI CODING DI SMAN 53 JAKARTA

CHRISTIAN WINNER PAKPAHAN, . (2025) PENGARUH PENERAPAN MODEL PEMBELAJARAN GAME BASED LEARNING DENGAN APLIKASI CODINGAME TERHADAP HASIL BELAJAR SISWA PADA MATERI CODING DI SMAN 53 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model pembelajaran Game-Based Learning (GBL) dengan aplikasi CodinGame terhadap hasil belajar siswa pada materi Coding di SMAN 53 Jakarta. Latar belakang penelitian menunjukkan rendahnya interaktivitas pembelajaran, kendala infrastruktur, serta minimnya pencapaian dan minat siswa terhadap pelajaran Informatika. Metode yang digunakan adalah pre-eksperimental dengan desain One-Group Pretest-Posttest dan pendekatan kuantitatif. Instrumen penelitian berupa pretest dan posttest, dianalisis menggunakan statistik deskriptif dan inferensial, termasuk uji normalitas, homogenitas, dan uji-t berpasangan. Hasil analisis menunjukkan peningkatan signifikan hasil belajar siswa, dengan nilai p < 0,001, Cohen’s d = 1,183, dan Hedges’s g = 1,196, yang menunjukkan pengaruh besar secara praktis. Sebanyak 83,3% siswa memperoleh nilai di atas KKM (65), mendekati ketuntasan klasikal ideal. Hal ini membuktikan bahwa penerapan model GBL dengan CodinGame menciptakan suasana belajar yang lebih menarik dan efektif, serta meningkatkan keterlibatan siswa dalam memahami konsep pemrograman, khususnya perulangan dalam C++. Kendati desain penelitian tidak menggunakan kelompok kontrol, temuan ini tetap menjadi dasar awal dalam pengembangan inovasi pembelajaran digital, dan menegaskan bahwa CodinGame merupakan media pembelajaran yang layak diterapkan dalam pembelajaran Informatika di sekolah menengah. ***** This study aimed to determine the effect of implementing the Game-Based Learning (GBL) model with the CodinGame application on students' learning outcomes in Coding material at SMAN 53 Jakarta. The background of the study showed low learning interactivity, infrastructure constraints, and minimal achievement and student interest in Informatics subjects. The method used was a pre-experimental design with a One-Group Pretest-Posttest design and a quantitative approach. The research instruments were pretests and posttests, analyzed using descriptive and inferential statistics, including normality tests, homogeneity tests, and paired t-tests. The analysis results showed a significant improvement in students' learning outcomes, with a p-value of < 0.001, Cohen’s d = 1.183, and Hedges’s g = 1.196, indicating a large practical effect. As many as 83.3% of students scored above the Minimum Completion Criteria (KKM) of 65, approaching ideal classical mastery. This proved that the application of the GBL model with CodinGame created a more engaging and effective learning environment, and increased student involvement in understanding programming concepts, particularly loops in C++. Although the research design did not use a control group, these findings still serve as a foundation for the development of digital learning innovations and confirm that CodinGame is a suitable learning medium to be applied in Informatics education in secondary schools.

Item Type: Thesis (Sarjana)
Additional Information: 1). Hamidillah Ajie, S.Si, M.T. ; 2). Via Tuhamah Fauziastuti, S.SI, M.Ed.
Subjects: Bahasa dan Kesusastraan > Bahasa Indonesia
Teknologi dan Ilmu Terapan > Teknologi (umum)
Teknologi dan Ilmu Terapan > Teknologi (umum) > Teknologi Pendidikan
Divisions: FT > S1 Pendidikan Teknik Informatika Komputer
Depositing User: Christian Winner Pakpahan .
Date Deposited: 07 Aug 2025 07:19
Last Modified: 07 Aug 2025 07:19
URI: http://repository.unj.ac.id/id/eprint/57734

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