Silvia, Vega (2025) Pengaruh Penggunaan Media Pembelajaran Berbasis Game (Scratch) Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam di Madrasah Ibtidaiyah Miftahuddin. Other thesis, Universitas Islam Riau.
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Abstract
The aim of the study was to determine the effectiveness of game-based learning media using Scratch in helping students learn a subject. This study used a quasiexperimental design, meaning there were a control group and an experimental group. Both groups took a pretest and posttest. The experimental group learned by using game media (Scratch), while the control group learned by using a more traditional method. The experimental group's average score on the pretest was 32.143, but increased significantly to 87.143 on the posttest. The control group, on the other hand, had an average pretest score of 28.571 and a posttest score of 48.571. The average posttest improvement was 38.572 points higher for the group using game-based learning media, indicating that this type of media was superior. The Shapiro-Wilk normality test showed that all pretest and posttest data had a pvalue greater than 0.05, indicating a normal distribution. However, the Levene and Brown-Forsythe homogeneity tests showed that p-value was less than 0.05, indicating large variances between the two groups. Therefore, a Welch t-test, which could handle unequal variances, was performed. The Welch t-test yielded a t-value of 6.026 with 17,305 degrees of freedom and a p-value less than 0.001. This indicated that the difference in posttest scores between the experimental and control groups was highly significant. These results indicated that applying gamebased learning media using Scratch was a better way to learn and it could improve students’ learning outcomes than traditional techniques. These findings provided significant support for creating new interactive learning methods that met the needs of today's students. It was important to consider the use of technology-based learning media in formal education as a good way to enhance the learning process.
| Item Type: | Thesis (Other) |
|---|---|
| Contributors: | Contribution Contributors NIDN/NIDK Thesis advisor Firdaus, Firdaus UNSPECIFIED |
| Uncontrolled Keywords: | Interactive Learning, Game-Based Learning Media, QuasiExperimental Method, Learning Outcomes. |
| Subjects: | B Philosophy. Psychology. Religion > BP Islam. Bahaism. Theosophy, etc B Philosophy. Psychology. Religion > BV Practical Theology > BV1460 Religious Education |
| Divisions: | > Pendidikan Agama Islam |
| Depositing User: | Mia Darmiah |
| Date Deposited: | 18 May 2026 03:45 |
| Last Modified: | 18 May 2026 03:45 |
| URI: | https://repository.uir.ac.id/id/eprint/33343 |
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