Pengaruh Penggunaan Game Edukasi Pada Portal Rumah Belajar Terhadap Peningkatan Hasil Belajar Siswa SMPN 16 Banda Aceh
Keywords:
educational games, portal rumah belajar, learning outcomes, edugame, one group pretest-posttestAbstract
Learning media with educational games can generate interest and motivation of students so that the learning process has an influence on students to improve learning outcomes. This study aims to analyze the significant effect of using educational games on improving student learning outcomes in class VIII SMPN 16 Banda Aceh. This research was conducted from March 23 to March 26 2022, using the one group pretest-posttest design method. The technique of collecting data is by initial observation and tests which are divided into 2 tests, namely pretest and posttest. The stages in this study started from giving a pretest, learning using educational games on Portal Rumah Belajar, giving a posttest - descriptive and inferential data analysis, hypothesis testing and discussion results. The study was conducted by 26 students in class VIII-4 of SMPN 16 Banda Aceh, it was found that students who scored above the KKM 70 in the pretest were 6 students and in the post test there were 16 students. After that, a hypothesis test was carried out with the results that Ho was rejected and Ha was accepted with a significance level of 5%, which means that there was a significant effect on improving the learning outcomes of eighth grade students of SMPN 16 Banda Aceh who used educational games on Portal Rumah Belajar.
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