PERBEDAAN HASIL BELAJAR SISWA MENGGUNAKAN MEDIA PEMBELAJARAN DIGITAL BERBASIS GAMIFIKASI ZEP-QUIZ PADA MATERI KETENAGAKERJAAN DI KELAS XI DI SMAN 1 PERCUT SEI TUAN - Meutia Fahrani; Khairuddin E. Tambunan (JOURNAL OF SCIENCE AND SOCIAL RESEARCH, 2026)
Abstract: This study aims to determine differences in student learning outcomes using the Zep-Quiz gamification-based digital learning media on Employment in grade XI students at SMAN 1 Percut Sei Tuan. This research is motivated by the importance of conceptual understanding for grade XI students studying Economics in an effort to improve the quality of the teaching and learning process. This study used a quasi-experimental design (Quasy Experiment) with a Non-Equivalent Control Group Design. The study population was all grade XI students. The sample was drawn using purposive sampling, consisting of two classes: an experimental class with 32 students and a control class with 34 students. The research instrument was a multiple-choice learning achievement test that had been tested for validity and reliability. Data analysis techniques used included prerequisite analysis (normality and homogeneity), hypothesis testing using the Mann-Whitney U Test, and effectiveness analysis using the N-Gain Score. The results showed that: (1) The initial conditions of students in both classes were normally and homogeneously distributed, thus equivalent; (2) There is a very significant difference between the learning outcomes of students using Zep-Quiz and those using conventional learning, as indicated by a significance value of 0.003 < 0.05; (3) The average post-test score for the experimental class reached 81.84 (above the Minimum Competency Minimum (KKM), while the score for the control class was 74.85; (4) The use of Zep-Quiz is considered very effective, with an average N-Gain Score of 0.6828 (in the moderate to high category), significantly better than the 0.4813 score for the control class; and (5) Improvements in learning outcomes occurred evenly across all students. Based on these results, it is recommended that teachers use this media as an alternative, engaging and effective learning innovation.    Keywords: Learning Media, Gamification, Zep-Quiz, Learning Outcomes, Employment.   Abstrak: Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa menggunakan media pembelajaran digital berbasis gamifikasi Zep-Quiz pada materi Ketenagakerjaan di Kelas XI SMAN 1 Percut Sei Tuan. Penelitian ini dilatarbelakangi oleh pentingnya pemahaman konsep bagi siswa kelas XI yang mempelajari mata pelajaran Ekonomi dalam upaya meningkatkan kualitas proses belajar mengajar. Jenis penelitian ini adalah eksperimen semu (Quasy Experiment) dengan desain Non-Equivalent Control Group Design. Populasi penelitian adalah seluruh siswa kelas XI. Sampel diambil menggunakan teknik Purposive Sampling yang terdiri dari dua kelas, yaitu kelas eksperimen sebanyak 32 orang dan kelas kontrol sebanyak 34 orang. Instrumen penelitian berupa tes hasil belajar pilihan ganda yang telah diuji validitas dan reliabilitasnya. Teknik analisis data yang digunakan meliputi uji prasyarat analisis (normalitas dan homogenitas), uji hipotesis menggunakan Mann-Whitney U Test, serta analisis efektivitas menggunakan N-Gain Score. Hasil penelitian menunjukkan bahwa: (1) Kondisi awal siswa pada kedua kelas berdistribusi normal dan homogen, sehingga setara; (2) Terdapat perbedaan yang sangat signifikan antara hasil belajar siswa yang menggunakan media Zep-Quiz dengan yang menggunakan pembelajaran konvensional, ditandai dengan nilai signifikansi 0,003 < 0,05; (3) Rata-rata nilai post-test kelas eksperimen mencapai 81,84 (di atas KKM), sedangkan kelas kontrol 74,85; (4) Penggunaan media Zep-Quiz tergolong sangat efektif dengan rata-rata N-Gain Score sebesar 0,6828 (kategori sedang menuju tinggi), jauh lebih baik dibandingkan kelas kontrol sebesar 0,4813; dan (5) Peningkatan hasil belajar terjadi secara merata di seluruh siswa. Berdasarkan hasil tersebut, disarankan agar guru dapat menjadikan media ini sebagai alternatif inovasi pembelajaran yang menarik dan efektif.   Kata Kunci: Media Pembelajaran, Gamifikasi, Zep-Quiz, Hasil Belajar, Ketenagakerjaan.