Mone, Fenesia Precillia
Unknown Affiliation

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

PENGARUH PEMBELAJARAN DEEP LEARNING BERBASIS GAMIFIKASI TERHADAP HASIL BELAJAR PESERTA DIDIK DALAM PEMBELAJARAN IPAS MATERI BENTANG ALAM INDONESIA KELAS III DI SD GMIT AIRNONA 12 Mone, Fenesia Precillia; Taty Rosiana Koroh; Nawa, Netty E. A.
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56524

Abstract

The research entitled "The Effect of Gamification-Based Deep Learning on Student Learning Outcomes in Science Learning on the Indonesian Landscape Material for Grade III at GMIT Airnona 12 Elementary School is motivated by the low learning outcomes of grade III students because the learning approach used by teachers is still conventional. This study aims to determine whether there is a difference in learning outcomes between students who go through the learning process using the Gamification-based Deep Learning approach and students who go through the learning process with a conventional approach on the Indonesian Landscape material in grade III of GMIT Airnona 12 Elementary School. This study uses a quantitative research method. All grade III students are used as the population as well as the research sample. The data collection techniques used are test and observation techniques using the Gamification-based Deep Learning approach, test questions, and observation sheets as research instruments. The data analysis used is a prerequisite analysis test and hypothesis testing. The results of the prerequisite test show that the resulting probability level is 0.223, which is greater than 0.05 (0.223 > 0.05) so it is stated that for the pretest and the posttest results of the experimental and control classes were homogeneous. Meanwhile, the results of the hypothesis test showed a significance value with an F count of 1.522 of 0.176. This significance value is greater than 0.05 (0.176 > 0.05), thus concluding that there is no significant difference between the final ability results of students between the experimental class that implemented Gamification-based Deep Learning and the control class that implemented conventional learning. Thus, it can be concluded that the Gamification-based Deep Learning approach has a significant effect on the learning outcomes of third-grade students of GMIT Airnona 12 Elementary School in the Natural Sciences lesson regarding the topic of Indonesian Landscapes.