{"title":"基于游戏化的学习对水循环教材概念掌握和学生学习动机的影响","authors":"Ani Rostiani, Atep Sujana, Asep Kurnia Jayadinata","doi":"10.29240/jpd.v7i2.8116","DOIUrl":null,"url":null,"abstract":"The aim of this research is to analyze the influence of gamification-based learning with conventional learning on class V students' mastery of concepts. The quasi-experimental method used in this research. Inferential statistical analysis and descriptive statistics using Microsoft Excel 2016 and SPSS version 20 were used for data processing. Sampling used purposive sampling technique with 31 students from class V-A control class and 33 students from class V-B experimental class. Research findings show that gamification-based learning has a positive effect on students' concept mastery and motivation. Students' mastery of concepts increased from an average score of 56.991 to 80.191. Students' learning motivation after applying gamification-based learning did not increase. The t-test results obtained were sig. = 0.593 ≥ 0.05. Gamification-based learning has a better effect on students' mastery of concepts compared to conventional learning as seen from the t-test results with an average in the experimental class of 80.358 > 72.97 in the control class.","PeriodicalId":503925,"journal":{"name":"AR-RIAYAH: Jurnal Pendidikan Dasar","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pengaruh Pembelajaran Berbasis Gamifikasi Terhadap Penguasaan Konsep dan Motivasi Siswa pada Materi Siklus Air\",\"authors\":\"Ani Rostiani, Atep Sujana, Asep Kurnia Jayadinata\",\"doi\":\"10.29240/jpd.v7i2.8116\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The aim of this research is to analyze the influence of gamification-based learning with conventional learning on class V students' mastery of concepts. The quasi-experimental method used in this research. Inferential statistical analysis and descriptive statistics using Microsoft Excel 2016 and SPSS version 20 were used for data processing. Sampling used purposive sampling technique with 31 students from class V-A control class and 33 students from class V-B experimental class. Research findings show that gamification-based learning has a positive effect on students' concept mastery and motivation. Students' mastery of concepts increased from an average score of 56.991 to 80.191. Students' learning motivation after applying gamification-based learning did not increase. The t-test results obtained were sig. = 0.593 ≥ 0.05. Gamification-based learning has a better effect on students' mastery of concepts compared to conventional learning as seen from the t-test results with an average in the experimental class of 80.358 > 72.97 in the control class.\",\"PeriodicalId\":503925,\"journal\":{\"name\":\"AR-RIAYAH: Jurnal Pendidikan Dasar\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AR-RIAYAH: Jurnal Pendidikan Dasar\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29240/jpd.v7i2.8116\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AR-RIAYAH: Jurnal Pendidikan Dasar","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29240/jpd.v7i2.8116","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
本研究旨在分析游戏化学习与传统学习对五班学生掌握概念的影响。本研究采用准实验法。数据处理采用 Microsoft Excel 2016 和 SPSS 20 版进行推断性统计分析和描述性统计。抽样采用目的性抽样技术,31 名学生来自 V-A 级对照班,33 名学生来自 V-B 级实验班。研究结果表明,游戏化学习对学生的概念掌握和学习动机有积极影响。学生对概念的掌握程度从平均 56.991 分提高到 80.191 分。应用游戏化学习后,学生的学习动机没有提高。t 检验结果为 sig. = 0.593 ≥ 0.05。与传统学习相比,游戏化学习对学生掌握概念的效果更好,从 t 检验结果可以看出,实验班的平均值为 80.358 > 对照班的 72.97。
Pengaruh Pembelajaran Berbasis Gamifikasi Terhadap Penguasaan Konsep dan Motivasi Siswa pada Materi Siklus Air
The aim of this research is to analyze the influence of gamification-based learning with conventional learning on class V students' mastery of concepts. The quasi-experimental method used in this research. Inferential statistical analysis and descriptive statistics using Microsoft Excel 2016 and SPSS version 20 were used for data processing. Sampling used purposive sampling technique with 31 students from class V-A control class and 33 students from class V-B experimental class. Research findings show that gamification-based learning has a positive effect on students' concept mastery and motivation. Students' mastery of concepts increased from an average score of 56.991 to 80.191. Students' learning motivation after applying gamification-based learning did not increase. The t-test results obtained were sig. = 0.593 ≥ 0.05. Gamification-based learning has a better effect on students' mastery of concepts compared to conventional learning as seen from the t-test results with an average in the experimental class of 80.358 > 72.97 in the control class.