IMPLEMENTASI MODEL PEMBELAJARAN GAME BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN PAI KELAS V SDN 21 KOTA PAGAR ALAM
DOI:
https://doi.org/10.30736/ktb.v8i2.2187Keywords:
Game Based Learning, Snakes and Ladders game , Islamic Religious EducationAbstract
This study was motivated by the phenomenon where students often feel bored and sleepy while attending Islamic Religious Education (PAI) classes. This occurs due to monotonous teaching methods and the use of conventional teaching media. Therefore, this research aims to analyze the strategies implemented by teachers to enhance students motivation and learning outcomes. The method used was Classroom Action Research (CAR), conducted in two cycles in the fifth grade at SD Negeri 21 Kota Pagar Alam. Data were collected through observations, interviews, documentation, and pre-test and post-test assessments. Qualitative data were analyzed using the Miles and Huberman approach, while quantitative data were analyzed using a paired sample T-test with the help of SPSS and Excel 2013. The results showed a significant improvement, with 53% of students scoring above the KKM (Minimum Competency Criteria) in the first cycle, which then increased to 80% in the second cycle. The study concludes that implementing the Game-Based Learning (GBL) model using the snake and ladder game as a learning medium is effective in improving student learning outcomes in PAI subjects.
Downloads
References
Achmad Faqihuddin, ‘Media Pembelajaran PAI: Definisi, Sejarah, Ragam Dan Model Pengembangan’, Idarotuna: Jurnal Manajemen Pendidikan Islam, 1.1 (2024), 1–15 <https://doi.org/10.29313/idarotuna.v1i1.3780>
Ahamad, Noor Affieyka Natasha, Ismassabah Ismail, Nurul Hidayah Mat Zain, and Marina Ismail, ‘Computational Thinking in Game-Based Learning for STEM Education’, 14th IEEE Symposium on Computer Applications and Industrial Electronics, ISCAIE 2024, 2024, 313–17 <https://doi.org/10.1109/ISCAIE61308.2024.10576494>
Ainiyah, Nur, ‘Pembentukan Karakter Melalui Pendidikan Agama Islam’, Jurnal Al-Ulum, 13.1 (2013), 25–38
Aris, Ilmu Pendidikan Islam (Cirebon: Yayasan Wiyata Bestari Samasta, 2022)
Atika Setiawati, Feby, and Suyadi, ‘Penerapan Strategi Pembelajaran Melalui Permainan Ular Tangga Tantangan Dalam Meningkatkan Perkembangan Kognitif Pada Anak Usia Dini’, Jurnal Buah Hati, 8.1 (2021), 49–61 <https://doi.org/10.46244/buahhati.v8i1.1274>
Chu, Man Wai, ‘Gamification of Formative Feedback in Language Arts and Mathematics Classrooms: Application of the Learning Error and Formative Feedback (Leaff) Model’, Research Anthology on Developments in Gamification and Game-Based Learning, 4–4 (2021), 1619–38 <https://doi.org/10.4018/978-1-6684-3710-0.ch078>
Daulay, Fenny Adnina, and Nana Ronawan Rambe, ‘Penerapan Media Ular Tangga Dalam Meningkatkan Hasil Belajar Siswa Kelas VII Di SMP Neger 2 Tehoru’, Indonesian Journal of Teaching and Teacher Education, 1 (2023), 34–39 <https://doi.org/10.58835/ijtte.v3i1.196>
Dewi, ‘Implementasi Model Pembelajaran Game-Based Learning Terhadap Minat Belajar Siswa Sekolah Dasar Di Masa Pandemi’, SKULA Jurnal Pendidikan Profesi Guru Madrasah, 2.3 (2022), 279–82 <http://studentjournal.iaincurup.ac.id/index.php/skula>
Ding, Ai Chu Elisha, and Cheng Han Yu, ‘Serious Game-Based Learning and Learning by Making Games: Types of Game-Based Pedagogies and Student Gaming Hours Impact Students’ Science Learning Outcomes’, Computers and Education, 218 (2024), 105075 <https://doi.org/10.1016/j.compedu.2024.105075>
Dipani, Muhammad Azwa, ‘Call for Papers Dan Seminar Nasional Sains Dan Teknologi Ke-2 2023 Fakultas Teknik, Universitas Pelita Bangsa’, Prosiding SAINTEK, 2.1 (2023), 2962–3545
Fadhilah, Alvian Muhamad, Abu Bakar, and Ilham Fahmi, ‘Penggunaan Media Pembelajaran Edmodo Dalam Meningkatkan Hasil Belajar Pai Di Sekolah Menengah Pertama Negeri 2 Karawang Barat’, Jurnal Al-Ulum : PENELITIAN DAN PEMIKIRAN KEISLAMAN, 10.4 (2023), 330–41
Hidayatulloh, Syarif, Henry Praherdhiono, and Agus Wedi, ‘Pengaruh Game Pembelajaran Terhadap Peningkatan Hasil Belajar Pemahaman Ilmu Pengetahuan Alam’, JKTP: Jurnal Kajian Teknologi Pendidikan, 3.2 (2020), 199–206 <https://doi.org/10.17977/um038v3i22020p199>
Ke, Fengfeng, Chih Pu Dai, and Luke West, ‘Mathematical Experience in Game-Based Problem-Solving’, Journal of Computer Assisted Learning, 40.3 (2024), 1083–97 <https://doi.org/10.1111/jcal.12938>
Kunovic, I., I. Filipovic, and A. Sovic Krzic, ‘Teaching Robotics Concepts with Besiege: A Game- Based Approach for Developing Design and Problem-Solving Skills’, 2024 47th ICT and Electronics Convention, MIPRO 2024 - Proceedings, 2024, 672–77 <https://doi.org/10.1109/MIPRO60963.2024.10569275>
Laila Nursafitri, Arif Mahya Fanny, M. Haris Hermanto, Ikhsan Irsyadi, Asfah Nur Halimah, and Syarifatul Hidayah, ‘Pengembangan Media Ular Tangga Mata Pelajaran Pendidikan Agama Islam (Pai) Bagi Siswa Sekolah Dasar Di Lampung Timur’, Inventa : Jurnal Pendidikan Guru Sekolah Dasar, 7.1 (2023), 90–101 <https://doi.org/10.36456/inventa.7.1.a7978>
Lumbantobing, Winda Lidia, Silvester Silvester, and Bella Ghia Dimmera, ‘Penerapan Media Permainan Ular Tangga Untuk Meningkatkan Minat Dan Hasil Belajar Peserta Didik Sekolah Dasar Di Wilayah Perbatasan’, Sebatik, 26.2 (2022), 666–72 <https://doi.org/10.46984/sebatik.v26i2.2170>
Mar’atusholihah, Herlinda, Wawan Priyanto, and Aries Tika Damayani, ‘Pengembangan Media Pembelajaran Tematik Ular Tangga Berbagai Pekerjaan’, Pengembangan Media Pembelajaran Tematik Ular Tangga Berbagai Pekerjaa, 7.3 (2019), 253–59
Maulida, Nabila Nur, Sukadi Sukadi, and Sri Rahayu, ‘Effectiveness of The Implementation Game-Based-Learning in Increasing Student Learning Outcomes’, Jurnal Penelitian Pendidikan, 22.3 (2022), 252–65 <https://doi.org/10.17509/jpp.v22i3.50977>
Mulasi, Syibran, and Ferdy Saputra, ‘Problematika Pembelajaran PAI Pada Madrasah Tsnawiyah Di Wilayah Barat Selatan Aceh’, Jurnal Ilmiah ISLAM FUTURA, 18.2 (2019), 269–81
Nugrahani, Rahina, and Jurusan Seni Rupa, ‘Media Pembelajaran Berbasis Visual Berbentuk Permainan Ular Tangga Untuk Meningkatkan Kualitas Belajar Mengajar Di Sekolah Dasar’, Lembaran Ilmu Kependidikan, 36.1 (2017), 35–44
Pratiwi, Damar Isti, Rengganis Siwi Amumpuni, Ainun Fikria, and Riana Eka Budiastuti, ‘Enhancing Students’ Learning Outcomes through MALL in TOEFL Preparation Class for Railway Mechanical Technology’, International Journal of Language Education, 7.2 (2023), 185–98 <https://doi.org/10.26858/ijole.v7i2.22839>
Purnama, Agus Aini, and Muhummad Kalkautsar, ‘Permainan Ular Tangga Berbasis Game Based Learning Untuk Meningkatkan Berpikir Kritis Siswa Pada Pelajaran IPA’, Journal on Education, 05.04 (2023), 11301–8
Respati, Titik, Yudi Feriandi, Rio Frederico, Eko Nugroho, Jerico Franciscus Pardosi, and Adrienne Withall, ‘Efficacy of a Mental Health Game-Board Intervention for Adolescents in Remote Areas: Reducing Stigma and Encouraging Peer Engagement’, The Open Public Health Journal, 17.1 (2024), 2174 <https://doi.org/10.2174/0118749445310785240603045859>
Sabila, Safa, Khoirun Nabila N M, Sabrina Sekar Ayunda, and Nailal Khasanah, ‘Pengaplikasian Game Edukasi ( Ular Tangga ) Untuk Meningkatkan Konsentrasi Terhadap Minat Belajar Peserta Didik Dimainkan Oleh 2 Orang Atau Lebih Dengan Menggunakan’, Prosiding SEMAI Seminar Nasional PGMI, 2021, 499–518
Tian, Ruochen, Daisuke Saito, Hironori Washizaki, Yoshiaki Fukazawa, Hiroshi Kobayashi, and Ayumi Tsuji, ‘Enhancing Programming Education through Game-Based Learning: Design and Implementation of a Puyo Puyo-Inspired Teaching Tool’, SIGCSE 2024 - Proceedings of the 55th ACM Technical Symposium on Computer Science Education, 2 (2024), 1838–39 <https://doi.org/10.1145/3626253.3635477>
Wati, Anjelina, ‘Pengembangan Media Permainan Ular Tangga Untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar’, Mahaguru: Jurnal Pendidikan Guru Sekolah Dasar , 2.1 (2021), 68–73 <https://doi.org/10.33487/mgr.v2i1.1728>
Wibawa, Aisyah Cinta Putri, Hashina Qiamu Mumtaziah, Lutfiah Anisa Sholaihah, and Rizki Hikmawan, ‘Game-Based Learning (Gbl) Sebagai Inovasi Dan Solusi Percepatan Adaptasi Belajar Pada Masa New Normal’, INTEGRATED (Journal of Information Technology and Vocational Education), 2.1 (2020), 49–54 <https://doi.org/10.17509/integrated.v3i1.32729>
Yue, Wong Seng, and Tee Wee Jing, ‘Survey Analysis: The Effectiveness of Game-Based Learning (GBL) in Tertiary Education Environment’, 2015 5th International Conference on IT Convergence and Security, ICITCS 2015 - Proceedings, 2015, 7293022 <https://doi.org/10.1109/ICITCS.2015.7293022>
Zainuddin, Muhammad, Mardianto, and Hasan Matsum, ‘Development of Game-Based Learning Media on Islamic Religious Education Materials’, Nazhruna: Jurnal Pendidikan Islam, 6.1 (2023), 13–24 <https://doi.org/10.31538/nzh.v6i1.2824>
Downloads
Published
Versions
- 2024-09-02 (2)
- 2004-08-31 (1)
How to Cite
Issue
Section
License
Copyright (c) 2024 Apla Yarida, Saepul Anwar, Achmad Faqihuddin
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.