AMIRAH ZAHRA MUTHI, . (2025) PENERAPAN MODEL GAME-BASED LEARNING BERBANTUAN KARTU DOMINO UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS VII-C SMPN 236 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk meningkatkan hasil belajar IPS siswa kelas VII-C SMPN 236 Jakarta melalui penerapan model pembelajaran Game-Based Learning (GBL) berbantuan kartu domino. Latar belakang masalah menunjukkan rendahnya hasil belajar siswa karena motivasi dan keaktifan siswa yang rendah akibat pembelajaran konvensional. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) model spiral Kemmis-Mc.Taggart yang dilaksanakan dalam tiga siklus dengan empat tahapan, dimulai dari perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian adalah kelas VII-C dengan jumlah siswa 34 orang, dengan masing-masing 17 orang lakilaki, dan 17 orang perempuan. Data dikumpulkan melalui pengamatan, hasil post-test (nilai kognitif), dan sedikit wawancara. Hasil penelitian menunjukkan peningkatan signifikan pada ranah kognitif, dengan hasil belajar mencapai 67,6% pada Siklus I, 79,4% pada Siklus II, dan 85,2% pada Siklus III, melampaui KKM 75 dan Indikator Pencapaian Hasil (IPH) ≥ 80%. Selain itu, terdapat peningkatan keaktifan siswa pada ranah afektif, diantaranya pada kemampuan bertanya, menjawab, berpendapat dan bekerja sama. Peningkatan ini didukung oleh relevansi GBL dengan teori konstruktivisme, kognitivisme, dan behaviorisme, serta elemen permainan yang memotivasi siswa. Kartu domino terbukti efektif dalam menyajikan materi secara kontekstual dan mendorong kolaborasi. Dengan demikian, penerapan GBL berbantuan kartu domino berhasil meningkatkan hasil belajar dan keaktifan siswa IPS. Kata Kunci: Game-Based Learning, Kartu Domino, Hasil Belajar, IPS, Penelitian Tindakan Kelas. ***** This study aims to improve the social studies learning outcomes of seventh-grade students in class VII-C at SMPN 236 Jakarta through the application of a Game-Based Learning (GBL) model assisted by domino cards. The background of the problem shows low student learning outcomes due to low student motivation and activity as a result of conventional learning. This study used the Kemmis-McTaggart spiral model of classroom action research (CAR), which was carried out in three cycles with four stages, starting from planning, action, observation, and reflection. The research subjects were 34 students in class VII-C, consisting of 17 boys and 17 girls. Data were collected through observation, post-test results (cognitive scores), and brief interviews. The results of the study showed a significant increase in the cognitive domain, with learning outcomes reaching 67.6% in Cycle I, 79.4% in Cycle II, and 85.2% in Cycle III, exceeding the minimum passing grade of 75 and the Achievement Indicator (IPH) of ≥ 80%. Additionally, there was an increase in student activity in the affective domain, including in their ability to ask questions, answer, express opinions, and collaborate. This improvement is supported by the relevance of GBL to constructivism, cognitivism, and behaviorism theories, as well as the motivational elements of the game. Domino cards have proven effective in presenting material contextually and encouraging collaboration. As a result, the implementation of GBL assisted by domino cards successfully improved learning outcomes and student activity in IPS. Keywords: Game-Based Learning, Domino Cards, Learning Outcomes, Social Studies, Classroom Action Research
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dr. Sujarwo, S.Pd., M.Pd. ; 2). Achmad Nur Hidayaht, S.Pd., M.Pd. |
Subjects: | Pendidikan > Evaluasi Pendidikan Ilmu Sosial > Sosiologi Pendidikan > Teori, Penelitian Pendidikan Pendidikan > Media Pembelajaran |
Divisions: | FIS > S1 Pendidikan IPS |
Depositing User: | Amirah Zahra Muthi . |
Date Deposited: | 05 Aug 2025 06:06 |
Last Modified: | 05 Aug 2025 06:06 |
URI: | http://repository.unj.ac.id/id/eprint/57919 |
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