Penerapan Game-Based Learning Berbasis Quizwhizzer Terhadap Hasil Belajar Siswa Kelas X Pada Materi Jaringan Komputer dan Internet di SMK Kesehatan Samarinda
DOI:
https://doi.org/10.24114/jgk.v10.i3.73810Keywords:
Game-Based Learning, Hasil Belajar, Internet, Jaringan Komputer, QuizWhizzerAbstract
Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model Game-Based Learning berbasis QuizWhizzer terhadap hasil belajar siswa kelas X pada materi Jaringan Komputer dan Internet di SMK Kesehatan Samarinda. Penelitian ini menggunakan metode eksperimen semu (quasi experiment) dengan desain nonequivalent control group design. Sampel penelitian berjumlah 62 siswa, yaitu kelas X Keperawatan 1 sebagai kelas kontrol dan kelas X Keperawatan 3 sebagai kelas eksperimen. Instrumen penelitian berupa tes hasil belajar (pretest dan posttest) berbentuk pilihan ganda serta angket respon peserta didik. Analisis data dilakukan menggunakan statistik deskriptif, uji normalitas, uji homogenitas, dan uji Mann-Whitney U. Hasil penelitian menunjukkan rata-rata posttest kelas eksperimen sebesar 81,29 lebih tinggi dibandingkan kelas kontrol sebesar 68,23. Hasil uji hipotesis menunjukkan nilai signifikansi p < 0,05 yang berarti terdapat perbedaan hasil belajar yang signifikan. Respon peserta didik terhadap QuizWhizzer berada pada kategori baik hingga sangat baik.
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