maktab: Jurnal Pendidikan dan Teknologi
Vol. 2 No. 2 (2023): maktab: Jurnal Pendidikan dan Teknologi (on process)

THE EFFECT OF GAMIFIED LEARNING METHOD ON STUDENTS THEMATIC LEARNING OUTCOMES IPS LOAD

Atika, Putri (Unknown)
Febrianto , Priyono Tri (Unknown)



Article Info

Publish Date
24 Jul 2023

Abstract

The purpose of this study was to determine the effect of theGamified Learning method on student learning outcomes onsocial studies content, theme 7, sub-theme 3 class V atUPTD SDN Gili Barat, Kamal District, Bangkalan Regency.This study uses quantitative research methods with QuasiExperimental Design (pseudo-experimental) form of nonequivalent Control Group Design. The population in this studywere all students of class V UPTD SDN Gili Barat KamalBangkalan, totaling 43 students divided into classes V-A andV-B. The sampling technique used in this study is nonprobability sampling, saturated sampling. Data was collectedusing multiple choice test questions with a total of 20questions and observation. The results showed that theresults of statistical calculations using the IndependentSample T-Test formula (T test) at a significant level a = 0.05with the results of Tcount = 5,630 and Ttable = 2,020. Basedon the results of these calculations, Tcount ≥ Ttable then H0is rejected and Ha is accepted. So, the Gamified Learningmethod has a positive influence on student learningoutcomes.

Copyrights © 2023






Journal Info

Abbrev

maktab

Publisher

Subject

Computer Science & IT Education Languange, Linguistic, Communication & Media Materials Science & Nanotechnology Mathematics Social Sciences Other

Description

maktab: Jurnal Pendidikan dan Teknologi, will be published three times a year. ISSN 2829-2901 e- ISSN 2829-0925. The Maktab Journal is a scientific journal that presents original articles on knowledge, information and research applications as well as the latest development topics related to ...