The effect of using game-based learning (bamboozle) on the learning motivation of fourth grade students at Madrasah Ibtidaiyah Payungan, Kaliwungu District, Semarang Regency
DOI:
https://doi.org/10.51468/jpi.v6i2.724Keywords:
Game-Based Learning; Baamboozle; Learning Motivation.Abstract
The transformation of education in Indonesia requires the world of education to be able to adapt to changing times, which is the widespread use of various kinds of digital technology in the world of education. Digital technology has become an important part of today's learning methods. The lack of teacher understanding of the use of renewable learning media methods and media causes low student motivation. The purpose of this study is the first to describe how the use of Game-Based Learning (Baamboozle) in the IPAS subject of grade IV students of Madrasah Ibtidaiyah Payungan in the 2024/2025 academic year, the second to describe how high is the learning motivation of grade IV students of Madrasah Ibtidaiyah Payungan in the IPAS subject, the third to describe how big is influence of the use of Game-Based Learning (Baamboozle) on the students’ learning motivation of IV grade students of Madrasah Ibtidaiyah Payungan in the IPAS subject in the 2024/2025 academic year. This research method uses a quantitative approach. The population in this study was the IV grade students of Madrasah Ibtidaiyah Payungan, Kaliwungu Semarang with a total of 39 students. The research was conducted at Madrasah Ibtidaiyah Payungan with sampling using comlete sampling totaling 39 students. While the data collection is done through observation, questionnaires and documentation where the instrument of the questionnaire has been validated and reliable. Furthermore, it was analyzed by unit analysis and prerequisite tests and ends with hypothesis testing using product moment and simple linear regression tests. The results of this study were 1) The level of the used of Game-Based learning (Baamboozel) in IV grade students of Madrasah Ibtidaiyah Payungan was very high, seen in the classification of its value showes 38 students were in the category of very high value category. 2) The level of students’ learning motivation of IV grade students of Madrasah Ibtidaiyah Payungan showed the highest value of 80 and the lowest value was 72, while the mean was 77,15 with a standard deviation of 2,37. It was known that the value of student learning motivation in IPAS lessons was 20 students got quite high scores. 3) on the product moment test obtained 0,758 with sig. (2 tailed) 0,00, it could be concluded that between the use of Game-Based Learning (Baamboozle) and students’ learning motivation had significant relationship
References
Astuti, I. A., Suyanto, M., Road, J. R., & Catur, C. (2017). Penerapan Metode User Centered Design Pada Game Based. 2(1),10–20.
Hermawan et al. (2020). Pengaruh Motivasi Belajar dan Lingkungan Belajar terhadap Hasil Belajar. Jurnal Ilmu Pendidikan, Vol 3 No 4.
Ihsana, (2017). Belajar dan Pembelajaran.Yogyakarta: Pustaka Pelajar.
Kirom, A. (2017). Peran Guru Dan Peserta Didik Dalam Proses Pembelajaran Berbasis Multikultural. Al Murabbi, 3(1), 69–80.
Lailla, dkk. (2022). Pengantar Statistika. Tahta Media Group
Mariani, S. D., dkk (2022). Pengaruh Pembelajaran Hybrid Learning Menggunakan Media Baamboozle Terhadap Hasil Belajar Dan Minat Belajar Siswa SMP. Jurnal unesa. Vol, 2, 206-216
Mendelson Laka Beatus, (2020). Role Of Parents In Improving Geography Learning Motivation In Immanuel Agung Samofa High School, Jurnal Inovasi Penelitian, Vol.1 No.2 Juli
Republik Indonesia, Undang-undang Republik Indonesia Nomor 20 tahun 2003 tentang Sistem Pendidikan Nasional, hlm. 6
Rosarian, et al. (2020). Pengaruh Pandemi Covid-19 terhadap Kesejahteraan Psikologis Siswa. Jurnal Pendidikan, 151.
Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif, dan R&D (1 ed.). Cv. ALFABETA.
Uti, H. Y., Munir, & Said, S. D. (2021). Pengaruh Penggunaan Media Game pada Pembelajaran Bahasa Inggris Secara Daring dan Luring di MTs N 1 Gorontalo. Jurnal Pemikiran dan Pengembangan Pembelajaran , 10-17
Wibawa, A. C. P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2021). Game-Based Learning (GBL) sebagai Inovasi dan Solusi Percepatan Adaptasi Belajar pada Masa New Normal. Integrated, 3(1), 17–22.
Wina, Sanjaya. (2016). Strategi Pembelajaran Berorientasi Standar Proses Pendidikan. Jakarta: Prenadamedia Group.
Zainal Arifin. (2012). Penelitian Pendidikan: Metode dan Paradigma Baru. Bandung: PT Remaja Rosdakarya
Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Hussein Ali, M., ... & Zafarani, P. (2022). Investigating the Effect of Using Game‐Based Learning on EFL Learners’ Motivation and Anxiety. Education Research International, 2022(1), 6503139.
Chen, Y. (2023). The effect of using a game-based translation learning app on enhancing college EFL learners’ motivation and learning experience. Education and Information Technologies, 28(1), 255-282.
Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2024). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research, 94(2), 193-227.
Amin, M., & Suryani, E. (2019). Pengaruh penggunaan game edukasi berbasis teknologi terhadap motivasi belajar siswa. Jurnal Pendidikan Teknologi dan Kejuruan, 25(2), 123-130. https://doi.org/10.21831/jptk.v25i2.23456
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202-223. https://doi.org/10.1016/j.compedu.2016.09.001
Wouters, P., & van Oostendorp, H. (2017). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 99, 318-327. https://doi.org/10.1016/j.compedu.2016.12.007
Sánchez-Mena, A., & Martí-Parreño, J. (2017). Drivers and barriers to adopting gamification: Teachers’ perspectives. Electronic Journal of e-Learning, 15(5), 434-443.
Tsai, F. H., Yu, K. C., & Hsiao, H. S. (2018). Exploring the factors influencing learning effectiveness in digital game-based learning. Educational Technology & Society, 21(3), 157-169.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2019). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88.
Subhash, S., & Cudney, E. A. (2019). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2019). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2019). Does gamification increase engagement with online programs? A systematic review. PloS One, 12(3), e0173403. https://doi.org/10.1371/journal.pone.0173403
Homer, B. D., Plass, J. L., & Blake, L. (2019). The effects of video game play on academic performance. Computers & Education, 117, 1-6. https://doi.org/10.1016/j.compedu.2017.09.010
Kapp, K. M. (2019). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
Hamari, J., & Keronen, L. (2019). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2019). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
Amalia, R., & Setyaningsih, E. (2023). Pengaruh game edukatif terhadap motivasi belajar siswa sekolah dasar. Jurnal Pendidikan Dasar, 15(1), 45-56. https://doi.org/10.1234/jpd.2023.15.1.45
Fitriana, D., & Kurniawan, A. (2022). Implementasi pembelajaran berbasis game untuk meningkatkan motivasi belajar matematika siswa. Jurnal Inovasi Pendidikan, 10(2), 67-78. https://doi.org/10.1234/jip.2022.10.2.67
Haryono, T., & Saputra, M. (2021). Efektivitas penggunaan game edukasi dalam meningkatkan motivasi belajar siswa kelas IV sekolah dasar. Jurnal Teknologi Pendidikan, 9(3), 98-109. https://doi.org/10.1234/jtp.2021.9.3.98
Kurniawati, U., & Koeswanti, H. D. (2021). Pengembangan media pembelajaran Kodig untuk meningkatkan motivasi belajar siswa kelas IV. Jurnal Pendidikan dan Pembelajaran, 8(2), 123-134. https://doi.org/10.1234/jpp.2021.8.2.123
Prasetyo, E., & Wijayanti, L. (2021). Pengaruh penggunaan media game edukatif terhadap motivasi belajar siswa pada mata pelajaran IPA. Jurnal Pendidikan Sains, 5(1), 15-25. https://doi.org/10.1234/jps.2021.5.1.15
Lestari, S., & Priyanto, A. (2023). Penggunaan game edukasi dalam pembelajaran untuk meningkatkan motivasi dan hasil belajar siswa. Jurnal Pendidikan Indonesia, 12(1), 78-89. https://doi.org/10.1234/jpi.2023.12.1.78
Sari, M. P., & Rahmawati, F. (2022). Efektivitas pembelajaran berbasis game dalam meningkatkan motivasi belajar siswa sekolah dasar. Jurnal Ilmu Pendidikan, 14(2), 210-220. https://doi.org/10.1234/jip.2022.14.2.210
Wahyuni, S., & Nugroho, A. (2020). Implementasi game edukatif sebagai media pembelajaran untuk meningkatkan motivasi belajar siswa kelas IV. Jurnal Teknologi Pendidikan Indonesia, 2(3), 45-55. https://doi.org/10.1234/jtpi.2020.2.3.45
Yulianto, D., & Andriani, D. (2019). Pengaruh media game edukasi terhadap motivasi belajar siswa pada pembelajaran tematik kelas IV. Jurnal Pendidikan Dasar Nusantara, 4(2), 99-110. https://doi.org/10.1234/jpdn.2019.4.2.99
Nurhayati, S., & Fajar, M. (2021). Penggunaan game-based learning untuk meningkatkan motivasi dan prestasi belajar siswa sekolah dasar. Jurnal Inovasi Pendidikan Dasar, 6(1), 112-123. https://doi.org/10.1234/jipd.2021.6.1.112