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3 hasil
Subjek: game based learning
DaftarKartu
ThesisOpen AccessMetadata saja

Pengaruh Media Game Based Learning (GBL) Untuk Menambah Kosakata Bahasa Arab

•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This article examines the influence of game-based learning media using the RPG Maker MV application in improving the addition of Arabic vocabulary. Game-based learning media is an educational approach that integrates gaming elements into the process. This study aims to prove the effectiveness of game-based learning media and its influence on the addition of students' vocabulary at the Insan Mulia Punggur Islamic Boarding School. This research is a type of quantitative research using a pre-experimental design research method with a pretest-posttest design of one group. The data collection techniques in this study include observation, testing and documentation. The test tools used in this study are pre-test and post-test. The results of this study show that the use of Game Based Learning media using the RPG Maker MV application has a positive effect on the addition of Arabic vocabulary. This study provides concrete evidence that learning media is effectively used as a tool to improve students' memory and vocabulary understanding of Arabic.

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ThesisOpen AccessMetadata saja

Improving Student's Vocabulary Mastery Through Game Based Learning Using Kahoot! In English Class For VIII Grade Student's At UPTD SMPN Satu Atap 3 Pesawaran In The Academic Year 2025/2026

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Vocabulary mastery is a crucial aspect of English language learning as it forms the foundation for understanding and using the language effectively. However, based on initial observations in the 8th-grade class at UPTD SMPN Satu Atap 3 Pesawaran, students’ vocabulary skills remain relatively low. Many students struggle to understand word meanings, recognize word forms, and use vocabulary in simple sentences, which also contributes to low participation and motivation in the classroom. This study aims to improve students’ vocabulary mastery through the implementation of Game-Based Learning using Kahoot. This study employs the Classroom Action Research method, conducted in two cycles comprising the stages of planning, action, observation, and reflection. Research data were obtained through vocabulary tests, observation sheets, and learning documentation. The results showed an improvement in students’ vocabulary skills following the implementation of Kahoot, evidenced by an increase in the average student score from 63.2 in the initial phase to 68.7 in Cycle I and further to 76.2 in Cycle II, as well as an increase in the number of students meeting the learning mastery criteria. In addition, the use of Kahoot encourages students to be more active, motivated, and enthusiastic about the learning process. Thus, the implementation of game-based learning through Kahoot can serve as an effective teaching strategy to improve students’ vocabulary mastery in English language learning.

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ThesisOpen AccessMetadata saja

Penerapan media game based learning untuk meningkatkan hasil belajar mata pelajaran matematika untuk siswa kelas 2 mis al yazier

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Tujuan penelitian ini yaitu untuk mengetahui penerapan media game based learning dan peningkatan hasil belajar pada mata pelajaran matematika materi bangun datar siswa di kelas 2 MIS Al Yazier Rawajitu Utara. Penelitian ini merupakan penelitian tindakan kelas (action research), dimana setiap siklus terdiri dari empat tahapan yang meliputi perencanaan, pelaksanaan, pengamatan (observasi), dan refleksi. Subjek dalam penelitian ini terdiri dari 18 siswa. Data diperoleh melalui teknik observasi, tes, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa media game based learning mampu meningkatkan hasil belajar matematika siswa kelas 2 MIS Al Yazier Rawajitu Utara Mesuji Tahun Pelajaran 2024/2025. Hal ini dibuktikan dari peningkatan hasil belajar matematika siswa pada siklus II. Pada siklus I siswa yang mendapat nilai ≥ 70 hanya 10 siswa atau 55,56%, hal tersebut berarti ada 8 siswa atau 44,44% yang belum tuntas. Sedangkan pada siklus II hasil belajar matematika siswa meningkat lagi menjadi 16 siswa atau 88,89%.

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