PENGARUH PENGGUNAAN GAME EDUKASI WORDWALL TERHADAP MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK KELAS VII DI SMP NEGERI 1 SUKODONO

Authors

  • Topan Makna Juang Universitas Negeri Surabaya
  • Junaidi Budi Prihanto Universitas Negeri Surabaya

Abstract

Abstrak

Penelitian ini tujuannya untuk melihat bagaimana game edukasi Wordwall memengaruhi motivasi juga hasil belajar peserta didik tentang konsep menjalani hidup sehat melalui konsumsi makanan sehat dan seimbang. Teknik kuantitatif kuasi-eksperimental dan desain penelitian Randomized Control Group Pretest-Posttest digunakan. Pelaksanaan penelitian ini bertempat di SMP Negeri 1 Sukodono dengan menggunakan kelas VII-J dengan total 27 peserta didik sebagai kelas eksperimen serta sebanyak 29 peserta didik kelas VII-H sebagai kelas kontrol. Instrumen dalam penelitian yaitu angket motivasi serta penilaian kognitif. Beberapa uji yang dilakukan yakni uji normalitas, deskriptif, homogenitas, juga uji t digunakan oleh peneliti pada teknik analisis data. Data dianggap homogen dalam uji homogenitas karena nilai sig.>(0,05), dan dalam uji normalitas dianggap berdistribusi normal karena nilai sig.>(0,05). Kesimpulannya, baik kelas eksperimen ataupun kelas kontrol mengalami peningkatan setelah dilakukan uji-t sampel independen. Pada hasil motivasi belajar ada perbedaan secara signifikan yakni nilai signifikasi (0,024<0,05), artinya nilai motivasi peserta didik mengalami peningkatan sebesar 06,17%. Selanjutnya, pada hasil belajar aspek pengetahuan juga ada perbedaan secara signifikan dengan nilai signifikasi (0,001<0,05), artinya nilai pengetahuan peserta didik meningkat sebesar 12,4%. Dengan demikian, dapat ditarik kesimpulan jika peningkatan lebih besar terdapat pada motivasi dan hasil belajar di kelas eksperimen yang media pembelajarannya berupa game edukasi wordwall, daripada kelas kontrol dengan pembelajaran konvensional

Kata kunci: wordwall; motivasi; hasil belajar; pola hidup sehat

Abstract

This study aims to see how the Wordwall educational game affects students' motivation and learning outcomes about the concept of living a healthy life through consuming healthy and balanced food. Quasi-experimental quantitative techniques and Randomized Control Group Pretest-Posttest research design were used. The implementation of this research took place at SMP Negeri 1 Sukodono using class VII-J with a total of 27 students as the experimental class and 29 students in class VII-H as the control class. The instruments in the study were motivation questionnaires and cognitive assessments. Several tests conducted, namely normality, descriptive, homogeneity tests, and t-tests were used by researchers in data analysis techniques. The data is considered homogeneous in the homogeneity test because the sig.>(0.05), and in the normality test it is considered normally distributed because the sig.>(0.05). In conclusion, both the experimental class and the control class experienced an increase after the independent sample t-test was conducted. In the results of learning motivation, there was a significant difference, namely the significance value (0.024<0.05), meaning that the motivation value of students increased by 06.17%. Furthermore, in the learning outcomes of the knowledge aspect, there was also a significant difference with a significance value (0.001<0.05), meaning that the knowledge value of students increased by 12.4%. Thus, it can be concluded that there is a greater increase in motivation and learning outcomes in the experimental class whose learning media is in the form of a wordwall educational game, than in the control class with conventional learning.

Keywords : wordwall; motivation; learning outcomes; healthy lifestyle

 

Downloads

Download data is not yet available.

Downloads

Published

2025-06-04

Issue

Section

Articles
Abstract views: 36 , PDF Downloads: 16