PENGARUH PENERAPAN MODEL PEMBELAJARAN GAME-BASED LEARNING (BAAMBOOZLE) DAN MODEL PEMBELAJARAN BLENDED LEARNING TERHADAP HASIL BELAJAR SISWA PADA BIDANG STUDI PAI

(Kuasi Eskperimen di Kelas IX SMP Negeri 13 Kota Serang)

Authors

  • NURUSSHOFI HAMALATIL JANNAH Universitas Islam Negeri Sultan Maulana Hasanuddin Banten

Keywords:

Game Based Learning, Blended Learning, and Learning Outcomes

Abstract

The Effect of Application of Game-Based Learning (Baamboozle) and Blended Learning Models on Student Learning Outcomes in the Field of Islamic Studies (Quasi-Experimental in Class IX SMP Negeri 13 Serang City). Based on the results of a survey of information from one of the PAI subject teachers, the problems that occur in the field are that there are difficulties in the learning process, especially in the learning methods or models that are applied during the learning process, especially when a pandemic is not over yet. The objectives of this quasi-experimental research in class IX are: (1) To determine the effect of the Game-Based Learning (Baamboozle) learning model on student learning outcomes in the field of Islamic education. (2) To determine the effect of the blended learning model on student learning outcomes in the field of Islamic education. (3) To determine the effect of the application of the Game-Based Learning (Baamboozle) learning model and the Blended Learning learning model together on student learning outcomes in the field of Islamic education. Game-based learning is a learning model defined by Indonesian as a game-based learning model. In this learning students are required to learn, but with a game approach. Meanwhile, blended learning is a learning method that combines face-to-face meetings with online materials in harmony. To prove the hypothesis above, the population in this study are all students of SMPN 13 Serang City, namely class IX odd semester for the academic year 2021/2022 which consists of four classes, namely IX-E. F, G and H. Two classes for the experimental class and two classes for the control class. Based on the research results obtained from the games based learning (baamboozle) learning model which was applied in the experimental class (IX-G). In the count of N-Gain, it is getting a value of 0.78 which is included in the high category. And the results of the T test at a significance level of 5% (∝ = 0.05) and dk = 52. The value of t table = 1.67469. t_(count ) 12.36 1.67469 t_table. Then the blended learning model is applied in the experimental class (IX-H). In the calculation of N-Gain, it is getting a value of 0.82 which is included in the high category. And the results of the T test at a significance level of 5% (∝ = 0.05) and dk = 46. The value of t table = 1.67866. t_(count ) 7.24 1.67866 t_table. Therefore, there is the effect of the application of the Game-Based Learning (Baamboozle) Learning Model and the Blended Learning Learning Model on Student Learning Outcomes in the PAI Study Field.

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References

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Artikel/Jurnal:

Aisyah Cinta Putri Wibawa, et.al. Game-Based Learning (GBL) sebagai Inovasi dan Solusi Percepatan Adaptasi belajar pada Masa New Normal (Jurnal UPI Kampus Purwakarta, INTEGRATED (Informasi Technology and Vocational Education) Volume 3 No. 1 April 2021: 17-22.

https://boardgame.id/5-langkah-pembelajaran-berbasis-game/ diskses pada tgl 23 September 2021 pukul 10:00

Bisa dilihat di akun youtube sebagai referensinya yaitu “Tips Pembelajaran Online Interaktif Selama Pandemi” (cara bermain bamboozle) https://youtu.be/c Dm0mko311k / diakses pada tgl 10 Agustus 2021 pukul 09:00

Bisa dilihat di dokumentasi seminar pelatihan mengenal Blended Learning untuk PTM di ruangkelas TAB 2021/2022 pada tanggal 21 Juni – 4 agustus (Halaman Terlampir).

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Published

2023-06-23

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Section

Articles