{"title":"Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar","authors":"Sonali Arta Ully, Ika Parma Dewi","doi":"10.24036/voteteknika.v10i4.120039","DOIUrl":null,"url":null,"abstract":"This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.","PeriodicalId":383704,"journal":{"name":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","volume":"198 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Voteteknika (Vocational Teknik Elektronika dan Informatika)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24036/voteteknika.v10i4.120039","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.