Efektivitas Game Based Learning Berbantuan Ular Tangga terhadap Hasil Belajar SKI

Authors

  • Yuni Nuraeni Pendidikan Agama Islam
  • ikin asikin
  • khambali

DOI:

https://doi.org/10.29313/bcsied.v6i2.23932

Keywords:

game based learning, hasil belajar, media ular tangga, sejarah kebudayaan islam

Abstract

Abstract. The learning of Islamic Cultural History (ICH) in Islamic elementary schools is still predominantly conducted through lecture-based instruction, resulting in limited student engagement and suboptimal learning outcomes. This study aimed to examine the effectiveness of Game-Based Learning assisted by the Snakes and Ladders learning media in improving students' learning outcomes in Islamic Cultural History. This research employed a quantitative approach using a one-group pretest-posttest design. The participants consisted of 14 fifth-grade students at MI Al-Hidayah Cimahi. Data were collected through pretest and posttest instruments and analyzed using statistical tests to determine the differences in students' learning outcomes before and after the implementation of the learning model. The findings revealed that students' average scores improved after the implementation of Game-Based Learning assisted by the Snakes and Ladders media. Furthermore, the hypothesis testing indicated a significant difference between the pretest and posttest scores. These findings demonstrate that Game-Based Learning assisted by the Snakes and Ladders learning media is effective in improving students' learning outcomes in Islamic Cultural History. Therefore, this learning model can serve as an innovative and interactive alternative to enhance the quality of Islamic Cultural History instruction at Islamic elementary schools.

Abstrak. Pembelajaran Sejarah Kebudayaan Islam (SKI) di Madrasah Ibtidaiyah masih didominasi oleh metode ceramah sehingga keterlibatan siswa dalam proses pembelajaran dan hasil belajar belum optimal. Penelitian ini bertujuan menganalisis efektivitas Game-Based Learning berbantuan media ular tangga terhadap hasil belajar SKI siswa. Penelitian menggunakan pendekatan kuantitatif dengan desain one-group pretest-posttest. Subjek penelitian berjumlah 14 siswa kelas V MI Al-Hidayah Cimahi. Data dikumpulkan melalui tes hasil belajar berupa pretest dan posttest, kemudian dianalisis menggunakan uji statistik untuk mengetahui perbedaan hasil belajar sebelum dan sesudah perlakuan. Hasil penelitian menunjukkan bahwa nilai rata-rata siswa mengalami peningkatan setelah penerapan Game-Based Learning berbantuan media ular tangga dan hasil pengujian hipotesis menunjukkan adanya perbedaan yang signifikan antara nilai pretest dan posttest. Temuan ini menunjukkan bahwa penerapan Game-Based Learning berbantuan media ular tangga efektif dalam meningkatkan hasil belajar Sejarah Kebudayaan Islam pada siswa Madrasah Ibtidaiyah. Model pembelajaran ini dapat menjadi alternatif yang inovatif dan interaktif untuk meningkatkan kualitas pembelajaran SKI di sekolah dasar berbasis Islam.

References

[1] Maulida NN, Rahayu S. Effectiveness Of The Implementation Game-Based-Learning In Increasing Student Learning Outcomes. 2022;22(23):252–65.
[2] Gee JP. What Video Games Have To Teach Us About Learning And Literacy [Internet]. New York : Palgrave Macmillan ; 2003. Available From: Https://Blog.Ufes.Br/Kyriafinardi/Files/2017/10/What-Video-Games-Have-To-Teach-Us-About-Learning-And-Literacy-2003.-Ilovepdf-Compressed.Pdf
[3] Assessment R. Handbook For Assessment In The Service Of Learning Volume II. Vol. II.
[4] Arsyad A. Rajawali Pers, Pendidikan. 2009 [Cited 2026 Apr 1]. P. 258 Media Pembelajaran.
[5] Sujarwo S, Safitri D, Ibrahim N, Marini A. Pelatihan Pembuatan Bahan Ajar Berbantuan Artificial Intelligence. SWARNA J Pengabdi Kpd Masy. 2024;3(10):624–31.
[6] Wardoyo C, Dwi Y, Shandy B, Wibowo A. Heliyon Do Technological Knowledge And Game-Based Learning Promote Students Achievement : Lesson From Indonesia. HLY [Internet]. 2021;7(11):E08467. Available From: Http://Dx.Doi.Org/10.1016/J.Heliyon.2021.E08467
[7] Wachdani RA, Thohir MA, Putra YD. Indonesian Journal Of Primary Education The Influence Of The Application Of Game Based Learning ( GBL ) Models Assisted By The Math Games Platform On The Mathematics Learning Outcomes Of Fifth Grade Elementary School Students. 2022;6(1):87–94.
[8] Fiqriah A, Suntari Y, Yudha CB. Efektivitas Game Based Learning Dalam Meningkatkan Minat Belajar Siswa Sekolah Dasar. 2025;6(3):230–8.
[9] Fajar U. Aplikasi Game Edukasi Pengenalan Bidang Profesi Untuk Anak Berkebutuhan Khusus Tuna Grahita Tugas Akhir. 2022;
[10] Sugiyono P. Metode Penelitian Kuantitatif Kualitatif Dan R&D (D. Sutopo. S. Pd, MT, Ir. Bandung Alf. 2019;
[11] Sugiyono Mr. Metode Penelitian Kualitatif. Untuk Penelitian Yang Bersifat Eksploratif, Enterpretif, Interaktif, Dan Konstruktif. Cocok Untuk 1. Mahasiswa SI, S2, Dan S3. 2. Dosen Dan Peneliti Ed. 3 Cet. 3 Thn. 2020. 2020;
[12] Wijayanto A. Aspek Pendidikan Agama Islam Sebagai Dasar Indonesia Emas 2045. 2025.
[13] Arsyad A. Jakarta: PT. Raja Grafindo Persada 36. 2010. P. 258 Media Pembelajaran. Available From: Https://R.Search.Yahoo.Com/_Ylt=Awrkatcmocxplgia6fnlqwx.;_Ylu=Y29sbwnzzzmecg9zazeednrpzamec2vja3ny/RV=2/RE=1776227879/RO=10/RU=Https%3A%2F%2Fwww.Rajagrafindo.Co.Id%2Fproduk%2Fmedia-Pembelajaran%2F/RK=2/RS=1wrzncynsmq61zzuyecrfb5s87m-
[14] Piaget J. Development And Learning. Read Child Behav Dev. 1972;38–46.
[15] Slavin RE. Educational Psychology: Theory And Practice (Twelfth). New York: Pearson Education, Inc. Https://Doi. Org/10.1037/H0071291; 2018.
[16] Mayya M. Analisis Implementasi Kebijakan Pendidikan Inklusi Pada Sekolah Dasar. J Adm Pendidik. 2019;26(1):108–17.

Published

2026-07-24