{"title":"玩和不玩移动游戏的伊斯兰学校学生的学习成果差异分析","authors":"M. R. Fuadiy, Qomarudin","doi":"10.58577/dimar.v5i1.108","DOIUrl":null,"url":null,"abstract":"This research aims to examine whether there is a difference in learning outcomes between two groups of Madrasah Aliyah students. The first group consists of students not involved in Mobile Gaming, while the second group comprises students actively engaged in Mobile Gaming. The research method employed is quantitative research, with data collection conducted through a survey of 302 students in the twelfth grade of Madrasah Aliyah Negeri (MAN) 1 Tulungagung. The survey results indicate that 60.59%, or 183 students, belong to the group that does not play Mobile Gaming, while 39.4%, or 119 students, are Mobile Gaming players. The average learning outcomes of both student groups were analyzed using the Mann-Whitney U test to assess the differences between them. The Mann-Whitney U test results show that the learning outcomes of students in the group not playing Mobile Gaming are higher, although the difference is not significant (median=92.18), compared to the group of students playing Mobile Gaming (median=91.75), U=13132.5, p=0.002. The Hodges-Lehmann estimate of 0.5 supports the Mann-Whitney U test results, indicating a small median difference between the two student groups. Despite the observed difference, the small effect size is indicated by the rank biserial correlation value ra=0.206. Therefore, it can be concluded that there is no significant difference in learning outcomes between the two student groups, those who play Mobile Gaming and those who do not.","PeriodicalId":229700,"journal":{"name":"DIMAR: Jurnal Pendidikan Islam","volume":"6 S1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Analisis Perbedaan Nilai Hasil Belajar antara Siswa Madrasah Aliyah yang Bermain dan Tidak Bermain Mobile Gaming\",\"authors\":\"M. R. Fuadiy, Qomarudin\",\"doi\":\"10.58577/dimar.v5i1.108\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research aims to examine whether there is a difference in learning outcomes between two groups of Madrasah Aliyah students. The first group consists of students not involved in Mobile Gaming, while the second group comprises students actively engaged in Mobile Gaming. The research method employed is quantitative research, with data collection conducted through a survey of 302 students in the twelfth grade of Madrasah Aliyah Negeri (MAN) 1 Tulungagung. The survey results indicate that 60.59%, or 183 students, belong to the group that does not play Mobile Gaming, while 39.4%, or 119 students, are Mobile Gaming players. The average learning outcomes of both student groups were analyzed using the Mann-Whitney U test to assess the differences between them. The Mann-Whitney U test results show that the learning outcomes of students in the group not playing Mobile Gaming are higher, although the difference is not significant (median=92.18), compared to the group of students playing Mobile Gaming (median=91.75), U=13132.5, p=0.002. The Hodges-Lehmann estimate of 0.5 supports the Mann-Whitney U test results, indicating a small median difference between the two student groups. Despite the observed difference, the small effect size is indicated by the rank biserial correlation value ra=0.206. Therefore, it can be concluded that there is no significant difference in learning outcomes between the two student groups, those who play Mobile Gaming and those who do not.\",\"PeriodicalId\":229700,\"journal\":{\"name\":\"DIMAR: Jurnal Pendidikan Islam\",\"volume\":\"6 S1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"DIMAR: Jurnal Pendidikan Islam\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.58577/dimar.v5i1.108\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"DIMAR: Jurnal Pendidikan Islam","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.58577/dimar.v5i1.108","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究旨在探讨两组 Madrasah Aliyah 学生的学习成果是否存在差异。第一组是未参与移动游戏的学生,第二组是积极参与移动游戏的学生。采用的研究方法是定量研究,通过调查302名来自Madrasah Aliyah Negeri(MAN)1 Tulungagung的十二年级学生来收集数据。调查结果显示,60.59%的学生(183人)不玩手机游戏,39.4%的学生(119人)玩手机游戏。我们使用曼-惠特尼 U 检验法对两组学生的平均学习成果进行了分析,以评估他们之间的差异。Mann-Whitney U 检验结果显示,与玩移动游戏的学生组(中位数=91.75)相比,不玩移动游戏的学生组的学习成绩更高,但差异不显著(中位数=92.18),U=13132.5,P=0.002。霍奇斯-莱曼估计值 0.5 支持曼-惠特尼 U 检验结果,表明两组学生的中位数差异很小。尽管观察到了差异,但等级双项相关值 ra=0.206 表明效应规模较小。因此,可以得出结论,玩手机游戏和不玩手机游戏的两组学生在学习成绩上没有显著差异。
Analisis Perbedaan Nilai Hasil Belajar antara Siswa Madrasah Aliyah yang Bermain dan Tidak Bermain Mobile Gaming
This research aims to examine whether there is a difference in learning outcomes between two groups of Madrasah Aliyah students. The first group consists of students not involved in Mobile Gaming, while the second group comprises students actively engaged in Mobile Gaming. The research method employed is quantitative research, with data collection conducted through a survey of 302 students in the twelfth grade of Madrasah Aliyah Negeri (MAN) 1 Tulungagung. The survey results indicate that 60.59%, or 183 students, belong to the group that does not play Mobile Gaming, while 39.4%, or 119 students, are Mobile Gaming players. The average learning outcomes of both student groups were analyzed using the Mann-Whitney U test to assess the differences between them. The Mann-Whitney U test results show that the learning outcomes of students in the group not playing Mobile Gaming are higher, although the difference is not significant (median=92.18), compared to the group of students playing Mobile Gaming (median=91.75), U=13132.5, p=0.002. The Hodges-Lehmann estimate of 0.5 supports the Mann-Whitney U test results, indicating a small median difference between the two student groups. Despite the observed difference, the small effect size is indicated by the rank biserial correlation value ra=0.206. Therefore, it can be concluded that there is no significant difference in learning outcomes between the two student groups, those who play Mobile Gaming and those who do not.