Pitriyani, Pitriyani (2025) Pengaruh Penggunaan Model Game Based Learning Berbantuan Media Mystery Box Terhadap Hasil Belajar Ips Siswa Kelas V Sdn 004 Rambah Hilir. Other thesis, Universitas Islam Riau.
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Abstract
This study aims to investigate the effect of game-based learning with Mystery Box media on the social studies learning outcomes of fifth-grade students at SDN 004 Rambah Hilir. This research applies a quasi-experimental method, a variable research that divides the group into two: the experimental group and the control group. Based on the analysis, it was found that the application of game-based learning with Mystery Box media had a significant impact on students' cognitive learning outcomes. This can be seen from the difference in the average post-test scores between the experimental class using game-based learning and the control class using conventional teaching methods. These findings indicate that the use of innovative learning media such as Mystery Box can be an effective alternative to improve student learning outcomes. Research data was obtained through learning outcome tests given to both groups. Data analysis techniques used include descriptive analysis to describe data characteristics and inferential analysis to test research hypotheses.
Item Type: | Thesis (Other) |
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Contributors: | Contribution Contributors NIDN/NIDK Sponsor JULIA LINGGA, LENY 1020078905 |
Uncontrolled Keywords: | Mystery Box Media, Learning Outcomes, Social Sciences. |
Subjects: | L Education > L Education (General) |
Divisions: | > Pendidikan Guru Sekolah Dasar |
Depositing User: | Afrilla Perpustakaan UIR |
Date Deposited: | 13 Sep 2025 08:19 |
Last Modified: | 13 Sep 2025 08:19 |
URI: | https://repository.uir.ac.id/id/eprint/28832 |
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