Skripsi
PENGARUH PENGGUNAAN MEDIA GAME EDUKASI ULAR TANGGA TERHADAP MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN PPKN DI SMP SRIJAYA NEGARA PALEMBANG
This study aims to determine the effect of the application of media game educational snakes and ladders on students learning motivation in civics subjects at Srijaya Negara Junior High School Palembang. The researcher uses the method quasi experimental design with a quantitative approach. The populationof this study was class VIII B as the experimental class and class VIII A as the control class. The sampling technique in this study used a purposive sampling technique. Data collection techniques using documentation, observation, and questionnaires. The results of the observation data research can be seen in the average percentage of student learning motivation in the experimental class meeting III is 81.2% or belongs to the category of very high motivation, while the average percentage of student motivation in the control class meeting III is 66.67% or belongs to the category high motivation. The results of the research on questionnaire data for the experimental class were categorized as good because 11 students or 42% of students answered that the use of media game educational snakes and ladders was in a good category, while the control class was categorized as sufficient because 11 students or 48% of students answered that the use of media was a puzzle in the sufficient category. Based on the test independent sample t-test value Sig (2-tailed) is .007 > 0.05 this indicates that the Ha accepted and Ho rejected. Thus obtained the conclusion that there is a significant influence in the use of media game educational snakes and ladders on students learning motivation in civics subjects at Srijaya Negara Junior High School Palembang.
Inventory Code | Barcode | Call Number | Location | Status |
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2207001377 | T70457 | T704572022 | Central Library (Referens) | Available |
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