EFEKTIVITAS PENGGUNAAN MEDIA BOARD GAME TERHADAP PENINGKATAN HASIL BELAJAR SISWA
Abstract
Abstract: Based on observations made at SMKN 1 Lingsar, it was found that the learning process still uses conventional methods and modules as learning media so that student interest and learning outcomes are low. To overcome this, interesting and fun learning is applied, one of which is by using the learning media "Board game" with the hope of improving student learning outcomes. The purpose of this study is to determine the effectiveness of using Board Game Media in improving the learning outcomes of Class X Students in English Language Subjects at SMKN 1 Lingsar, West Lombok Regency for the 2021/2022 academic year. The data collection methods used in this study are tests as the main method, observation and documentation as complementary methods. The data analysis technique uses the t-test formula. The results of the analysis obtained a tcount value of 10.33 and a ttable value at a significant level of 0.05% = 2.056 with d.b (N-1) = 26-1 = 25 thus that the tcount value is greater than the ttable (10.33> 2.056). This means that the null hypothesis is rejected and the alternative hypothesis is accepted which reads: There is an Effectiveness of Using Board Game Media on Improving Learning Outcomes in English Subjects for Class X Students of SMKN 1 Lingsar in the 2022/2023 Academic Year. So it can be concluded that the results of this study are "Significant".
Keywords: Learning Media, Board Game, Learning Outcomes.
Full Text:
PDFReferences
Noor, Juliansyah.2012. Metodologi Penelitian. Jakarta:Prenademedia Group.
Sugiyono,2015. Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung:Alfabeta.
Sugiyono,2017. Metode Penelitian dan Pendidikan (Pendekatan Kuantitatif, Kualitatif dan R&D). Bandung:Alfabeta
Sugiyono.2013. Metode Penelitian Kuantitatif kualitatif dan R&D. Bandung:Alfabeta.
Sadiman, Arief S. (2009). Media Pendidikan Surakarta: PT. Raja Grafindo Persada
Kemp, J.E & D.K Dayton. Planning And Producing Instructional Media. Fifth Edition. New York:Harper and Row Publisher, Inc.,1988.
Arsyad, A. (2016). Media Pembelajaran. Jakarta: P.T Raja grafindo Persada
Gerlach dan Elly. (2007). Pengertian Media Jakarta. PT. Raja Grafindo Persada
Sugiyono. (2010). Metode Penelitian Kuantitatif, Kualitaitif, dan R & D. Bandung: Alfabeta.
Musfiqon, M.2012. Panduan Lengkap Metodologi Penelitian Pendidikan. Jakarta:Prestasi Pustaka
Noor, Juliansyah. (2011). Metodologi Penelitian. Jakarta: Kencana Prenada Media Group.
Hadi, Cipta S.2015. Statistik. Yogyajarta: Pustaka Pelajar Offset.
Rusiana, Y. (2014). Pengaruh Media Kokami (Kotak dan Kartu Misteri) Pada Mata Pelajaran IPA Untuk Meningkatkan Hastl Belajar Siswa Kelas Va SDN Darungan 01 Kecamatan Tanggul Kabupaten Jember. (online):
Purwanto. (2010). Evaluasi Hasil Belajar. Yogyakarta: Pustaka pelajar.
Rusmono. (2017). Strategi Pembelajaran Dengan Problem Based Learning Itu Perlu. Bogor: Penerbit Ghalia Indonesia.
Surya, M. (2014). Psikologi Guru Konsep & Aplikasi. Bandung: Alfabeta.
Mardianto. (2012). Psikologi Pendidikan. Medan: Perdana Publishing.
DOI: https://doi.org/10.33394/vis.v11i1.7791
Refbacks
- There are currently no refbacks.
Copyright (c) 2023 Jurnal Visionary : Penelitian dan Pengembangan dibidang Administrasi Pendidikan

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This Journal has been Indexed by:
Jurnal Visionary : Penelitian Dan Pengembangan Di Bidang Administrasi Pendidikan
ISSN: 2656-7653 (online) / 2503-4669 (Print)
Published by: Prodi Administrasi Pendidikan, Universitas Pendidikan Mandalika
Email: [email protected]
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.