PENGARUH MODEL GAME BASED LEARNING BERBASIS CLASSPOINT TERHADAP KEAKTIFAN SISWA DALAM PEMBELAJARAN SEJARAH DI SMA MAHARDIKA SURABAYA
Abstract
Learning today is still found to be one-way learning. The situation or focus on the teacher results in the role of 
students in the class decreasing. This has an impact on the activity of students in classes who are less active so that the 
learning outcomes obtained are also not optimal, one of which is at SMA Mahardika Surabaya. Therefore, the solution 
that researchers can offer is implementing a learning model with classpoint-based gamed learning to attract active 
students in class. This research uses quantitative methods with a pre-experimental design in the form of a one shot case 
study that focuses on one experimental class. The data collection technique is using a response questionnaire using the 
classpoint-based gamed learning model, learning implementation sheets, and student worksheets. The data analysis 
technique uses statistical tests with prerequisite tests and continued with hypothesis testing. Hypothesis testing is used 
to determine the influence and percentage of model use on student activity in class. The results found were that 
classroom-based games based learning had an influence on student activity with the results of hypothesis testing at X-2 
Mahardika High School through regression tests producing a 2 tailed sig probability of 0.00 < 0.05, which means there 
is a significant influence of using the games based model. Classpoint-based learning on student activity. This is 
supported by the calculated results Fcount > Ftable, namely 78.3 > 4.49. Apart from that, the magnitude of the 
influence of implementing the classpoint-based games based learning model can be seen at 83%.
Keyword : History Learning, Gamed Based Learning Classpoint, Activity
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