The Effect of Quartet Nusantara Media on Learning Outcomes of Social Studies on the Diversity of Indonesian Ethnic Groups and Cultures

Mahara Arigayo, Cici Cahyati, Neneng Sulastri
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Abstract

Social Sciences is a subject that studies social life by integrating various fields of social sciences and humanities. However, students often face difficulties in understanding the concepts taught due to less engaging and interactive teaching methods and learning media. This research aims to examine the effectiveness of using Game-Based Learning (GBL) in enhancing students' proficiency in Social Sciences at MI Matlaul Huda Bandung. The research method employed is Pre-Experiment with a One Group pretest-posttest design. The research subjects are fifth-grade students at Madrasah Ibtidaiyah in Bandung Regency, Indonesia. The experimental group is provided with the treatment using the Game-Based Learning Model, specifically the Nusantara Quartet Card Game. The sample consists of 20 students from MI Matlaul Huda in Bandung Regency, and the data is analyzed using descriptive statistics. Based on the results of inferential statistical analysis using the paired t-test formula, the success rate achieved by the students is that all students obtain scores above 70. Since t-value > t-table at a significance level of 0.05, the null hypothesis (H0) is rejected, and the alternative hypothesis (Ha) is accepted. Therefore, it can be concluded that the model has an impact on students' learning outcomes.
四重奏努桑塔拉媒体对印尼族群和文化多样性社会研究学习成果的影响
社会科学是社会科学与人文科学相结合的一门研究社会生活的学科。然而,由于缺乏参与性和互动性的教学方法和学习媒体,学生在理解所教授的概念时往往面临困难。本研究旨在探讨使用基于游戏的学习(GBL)在提高MI Matlaul Huda万隆社会科学学生熟练程度方面的有效性。本研究采用一组前测后测设计的预实验方法。研究对象是印度尼西亚万隆县伊比提达耶伊斯兰学校的五年级学生。实验组采用游戏学习模式,特别是努桑塔拉四重奏纸牌游戏进行治疗。样本由来自万隆县MI Matlaul Huda的20名学生组成,数据使用描述性统计进行分析。根据配对t检验公式进行推理统计分析的结果,学生的成功率为所有学生的成绩都在70分以上。由于t值> t表且显著性水平为0.05,因此拒绝原假设(H0),接受备择假设(Ha)。因此,可以得出结论,该模型对学生的学习成果有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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