Penelitian ini bertujuan untuk mengetahui pengaruh metode game-based learning dengan menggunakan. Quiziz pada mata pelajaran dasar-dasar teknik elektronika. Penelitian ini merupakan jenis penelitian eksperimen semu (Quasi Experimental Research). Populasi dalam penelitian ini siswa kelas x teknik elektronika SMK Negeri 5 Padang. Teknik penarikan sampel dalam penelitian ini menggunakan teknik nonprobability sampling dengan sampling purposive , diperoleh sampel kelas kontrol dan kelas eksperimen, masing masing berjumlah 34 siswa. Penelitian ini dilaksanakan pada tanggal 9 september sampai 25 oktober 2022. Pengumpulan data menggunakan 15 pertanyaan objektif dari tes hasil belajar. informasi yang diperoleh dianalisis secara manual untuk uji normalitas, uji homogenitas, dan uji hipotesis. Hasil tes penelitian nilai rata-rata siswa yang menggunakan Pembelajaran Game-Based Learning yaitu 81,32 sementara siswa yang menggunakan pembelajaran konvensional memiliki rata-rata 74,63. Hasil hipotesis penelitian didapatkan hasil t hitung 3,279 > t tabel 1,668, sehingga hipotesis alternative (Ha) diterima atau menolak hipotesis nihil (Ho). Dapat disimpulkan pada metode pembelajaran Game-Based Learning hasil belajar rata-rata siswa lebih baik dibandingkan dengan hasil belajar rata-rata siswa model pembelajaran konvensional. Kata kunci : Game-Based Learning, Quizizz , Hasil Belajar. This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models. Keyword s : Game-Based Learning, Quizziz, Learning Outcomes
CITATION STYLE
Ully, S. A., & Dewi, I. P. (2022). Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar. Voteteknika (Vocational Teknik Elektronika Dan Informatika), 10(4), 79. https://doi.org/10.24036/voteteknika.v10i4.120039
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