The Effect of the Game-Based Learning Model on Student Engagement in History Learning

Vini Rahmawati, N. Umamah, S. Sumardi, M. Marjono
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Abstract

This study aimed to examine the effect of the game-based learning model on student engagement in history learning. A quasi-experimental design with a post-test-only model and a non-equivalent control-group design was used to verify the effect of the two variables. The sample consisted of 66 students in classes XI IPS 4 and XI IPS 1 at SMA Negeri 1 Gambiran, obtained through a homogeneity test. The data were collected using documentation and questionnaires. The data analysis technique used one-way ANOVA and LSD (Least Significant Difference) follow-up test with the help of SPSS 22.0 software for Windows. Data analysis results showed that there was an effect of applying the game-based learning model on student engagement in history classrooms. The results of the one-way ANOVA test showed that the probability value (sig.) in the experimental group was 0.040 0.05, with the LSD follow-up test LSD of 2.45455. Therefore, it is concluded that there was an effect of student engagement on the experimental group taught using the game-based learning model. This research recommends that the game-based learning model can be a reference for improving student engagement, active learning, and student-centered learning so that the learning process becomes fun, interactive, communicative, collaborative, and able to maximize the role of technology in education.Keywords: Education 4.0, game-based learning, student engagementPenelitian ini bertujuan untuk menguji pengaruh penerapan model game-based learning terhadap student engagement pada mata pelajaran sejarah. Desain quasi experimental dengan model post-test-only , non-equivalent control-group design digunakan untuk memverifikasi pengaruh kedua variabel. Sampel terdiri dari 66 peserta didik pada kelas XI IPS 4 dan XI IPS 1 di SMA Negeri 1 Gambiran, yang diperoleh melalui uji homogenitas. Pengumpulan data menggunakan dokumentasi dan angket. Teknik analisis data menggunakan one-way anova dan uji lanjut LSD (Least Significant Difference) berbantuan software SPPS 22 for Windows. Hasil analisis data menunjukkan bahwa terdapat pengaruh penerapan model game-based learning terhadap student engagement pada mata pelajaran sejarah. Hasil uji one-way anova menunjukkan  probabilitas value  (sig.) pada kelompok eksperimen sebesar 0.040 0.05, dengan uji lanjut LSD sebesar 2,45455. Sehingga disimpulan bahwa terdapat pengaruh student engagement pada kelompok eksperimen yang dibelajarkan menggunakan model game-based learning. Rekomendasi penelitian ini adalah model game-based learning mampu menjadi acuan untuk meningkatkan student engagement, karena pembelajaran aktif, student-centered learning sehingga proses pembelajaran menjadi menyenangkan, interaktif, komunikatif, kolaboratif,  dan mampu memaksimalkan peran teknologi dalam pembelajaran.Keywords: Pendidikan 4.0, game-based learning, student engagement 
游戏学习模式对学生历史学习投入的影响
本研究旨在检验基于游戏的学习模式对学生参与历史学习的影响。采用仅测试后模型的准实验设计和非等效对照组设计来验证两个变量的效果。样本由甘比兰州1号SMA Negeri的XI IPS 4和XI IPS 1班的66名学生组成,通过同质性测试获得。数据是通过文件和问卷收集的。数据分析采用单因素方差分析(ANOVA)和LSD(Least Significant Difference,最小显著性差异)跟踪检验,并借助SPSS 22.0 for Windows软件。数据分析结果表明,在历史课堂上应用基于游戏的学习模式对学生的参与度有影响。单因素方差分析检验结果显示,实验组的概率值(sig.)为0.040 0.05,LSD随访检验LSD为2.45455。因此,得出的结论是,学生参与度对使用基于游戏的学习模式教学的实验组有影响。本研究建议,基于游戏的学习模式可以作为提高学生参与度、主动学习和以学生为中心的学习的参考,使学习过程变得有趣、互动、交流、协作,并能够最大限度地发挥技术在教育中的作用。关键词:教育4.0,基于游戏的学习,学生参与度。仅在试验后模型的准实验条件下,采用非等效对照组设计来验证两个变量的有效性。其中66个样本分别位于图1中SMA Negeri 1的XI IPS 4和XI IPS 1,这些样本都是通过均匀性确定的。数据的收集采用文献资料等。技术分析数据采用单向方差分析,并使用SPPS 22 Windows软件计算LSD(最小显著差异)。分析数据表明,基于游戏的学习模式可以影响学生的参与度。单因素方差分析显示,患者的概率值(sig.)为0.040 0.05,LSD为245455。这表明,在需要使用基于游戏的学习模式的基础上,学生的参与度可以提高。这是一个基于游戏的学习模式,它有助于提高学生的参与度,因为它是一个以学生为中心的学习过程,它有利于提高学生的互动性、社区性、协作性,并有助于掌握学习技术。关键词:Pendidikan 4.0,基于游戏的学习,学生参与度
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