Pengaruh Penerapan Metode Game Based Learning dalam Meningkatkan Keaktifan Belajar Siswa di Madrasah Diniyyah Baiturrahim Padalarang

Authors

  • Zahra Nurazizah Khairunnisa Pendidikan Agama Islam
  • Ikin Asikin

DOI:

https://doi.org/10.29313/bcsied.v6i2.24665

Keywords:

Game Based Learning, Keaktifan Belajar, Madrasah Diniyyah, Siswa

Abstract

Abstract. This study was motivated by the low level of students’ learning activeness at Madrasah Diniyyah Baiturrahim Padalarang due to the use of conventional teaching methods. The study aimed to determine the level of students’ learning activeness before and after the implementation of the Game Based Learning (GBL) method and to analyze its effect on students’ learning activeness. This study employed a quantitative approach using a One Group Pretest-Posttest Design. The population and sample consisted of all 11 sixth-grade students at Madrasah Diniyyah Baiturrahim Padalarang. Data were collected through a learning activeness questionnaire and an observation sheet. The data were analyzed using descriptive analysis, the N-Gain test, and the paired sample t-test. The results showed that the average level of students’ learning activeness increased from 51.67% (moderate category) before the implementation of GBL to 85.60% (high category) after learning through educational games. The hypothesis test indicated that the calculated t-value (28.886) was higher than the t-table value (2.228), with a significance value of 0.000 < 0.05, indicating a significant effect. The N-Gain analysis yielded a score of 0.70 (69.9%), which was categorized as moderately effective. Therefore, the implementation of the Game Based Learning method had a positive and significant effect on improving students’ learning activeness.

Keywords: Game Based Learning, Learning Activity, Madrasah Diniyyah, Students.

 

Abstrak. Penelitian ini dilatarbelakangi oleh rendahnya keaktifan belajar siswa di Madrasah Diniyyah Baiturrahim Padalarang akibat penggunaan metode pembelajaran konvensional.penelitian ini bertujuan untuk mengetahui tingkat keaktifan belajar siswa sebelum dan sesudah penerapan metode Game Based Learning (GBL), serta menganalisis pengaruhnya terhadap keaktifan belajar siswa. Metode penelitian yang digunakan adalah pendekatan kuantitatif dengan desain pre-eksperimen tipe One Group Pretest-Posttest Design. Populasi sekaligus sampel dalam penelitian ini adalah seluruh siswa kelas VI Madrasah Diniyyah Baiturrahim Padalarang yang berjumlah 11 orang (total sampling). Instrumen pengumpulan data berupa angket keaktifan belajar dan lembar observasi yang disusun berdasarkan indikator Paul B. Diedrich. Teknik analisis data menggunakan analisis deskriptif, uji N-Gain, dan uji-t berpasangan (paired sample t-test). Hasil penelitian menunjukkan bahwa rata-rata keaktifan belajar siswa sebelum penerapan GBL adalah sebesar 51,67% (kategori sedang). Setelah diberikan perlakuan melalui permainan edukatif seperti TTS, word search, dan quiz competition, keaktifan siswa meningkat signifikan menjadi 85,60% (kategori tinggi). Berdasarkan uji hipotesis, diperoleh nilai t-hitung (28,886) > t-tabel (2,228) dengan nilai signifikansi 0,000 < 0,05, sehingga terdapat pengaruh yang signifikan. Analisis N-Gain menghasilkan skor 0,70 (69,9%) yang termasuk cukup efektif. Dengan demikian, penerapan metode Game Based Learning berpengaruh positif dan signifikan dalam meningkatkan keaktifan belajar siswa di Madrasah Diniyyah Baiturrahim Padalarang.

Kata Kunci: Game Based Learning, Keaktifan Belajar, Madrasah Diniyyah, Siswa

References

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Published

2026-08-02