Zelika Ameria, - and Dian Permata Sari, - and Nuur Wachid Abdul Madjid, - (2025) OPTIMALISASI GAME-BASED LEARNING STRATEGI UNTUK MENINGKATKAN BEHAVIORAL ENGAGEMENT SISWA. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Rendahnya keterlibatan perilaku (behavioral engagement) siswa di SMK menjadi salah satu faktor yang memengaruhi pencapaian hasil belajar. Kondisi ini terlihat dari minimnya partisipasi aktif, disiplin, dan perhatian siswa selama pembelajaran. Penelitian ini bertujuan untuk mengetahui perbedaan dan pengaruh penerapan Game-Based Learning (GBL) terhadap behavioral engagement siswa pada mata pelajaran Informatika. Metode penelitian menggunakan desain Quasi Experimental Design menggunakan pendekatan Post-test Only Control Group. Subjek penelitian terdiri dari 72 siswa kelas X Teknik Jaringan Komputer dan Telekomunikasi di SMKN 1 Purwakarta, yang dibagi menjadi dua kelompok yaitu kelas eksperimen (n=36) menggunakan pembelajaran berbasis GBL melalui platform Nearpod dan Kahoot!, sedangkan kelas kontrol (n=36) menggunakan pembelajaran konvensional. Instrumen penelitian berupa angket behavioral engagement menggunakan skala Likert dan observasi pendukung. Analisis data dilakukan menggunakan statistik deskriptif dan uji hipotesis non-parametrik Mann-Whitney. Hasil penelitian menunjukkan bahwa rata-rata skor behavioral engagement kelas eksperimen adalah 43,17, lebih tinggi dibandingkan kelas kontrol sebesar 38,94. Uji Mann-Whitney menghasilkan nilai signifikansi 0,004 (<0,05) yang menunjukkan adanya perbedaan signifikan antara kedua kelompok. Temuan ini mengindikasikan bahwa penerapan GBL berpengaruh positif dalam meningkatkan behavioral engagement siswa. Dengan demikian, GBL dapat menjadi strategi pembelajaran yang efektif untuk menciptakan suasana belajar yang interaktif, menyenangkan, dan mendorong keterlibatan aktif siswa. ----- A substandard level of behavioral engagement among students enrolled in vocational high schools has been identified as a contributing factor to suboptimal learning outcomes. This condition manifests in the absence of active engagement, discipline, and attentiveness among students during educational activities. The objective of this study is to ascertain the discrepancies and ramifications of implementing Game-Based Learning (GBL) on student behavioral engagement in Informatics. The research method employed a quasi-experimental design, utilizing a post-test only control group approach. The research subjects consisted of 72 students from the 10th grade Computer Networking and Telecommunications class at SMKN 1 Purwakarta, divided into two groups: the experimental group (n = 36) using GBL-based learning through the Nearpod and Kahoot! platforms, and the control group (n = 36) using conventional learning. The research instruments employed included a behavioral engagement questionnaire that utilized a Likert scale and supplemental observations. The analysis was conducted using descriptive statistics and the non-parametric Mann-Whitney hypothesis test. The findings indicated that the mean behavioral engagement score for the experimental class was 43.17, which surpassed the 38.94 mean score for the control class. The Mann-Whitney test yielded a significance value of 0.004 (<0.05), indicating a significant difference between the two groups. These findings suggest that the implementation of GBL has a positive effect on enhancing students' behavioral engagement. Consequently, GBL can function as an effective learning strategy, fostering an interactive and enjoyable learning environment that promotes active student participation.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?hl=en&user=ttt5TO4AAAAJ ID Sinta Dosen Pembimbing: Dian Permata Sari : 6160445 Nuur Wachid Abdul Majid : 6054692 |
Uncontrolled Keywords: | Behavioral Engagement, Game-Based Learning, Informatika, Nearpod, Kahoot! Behavioral Engagement, Game-Based Learning, Informatics Education, Nearpod, Kahoot! |
Subjects: | L Education > L Education (General) |
Divisions: | UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi |
Depositing User: | Zelika Ameria |
Date Deposited: | 09 Sep 2025 03:35 |
Last Modified: | 09 Sep 2025 03:35 |
URI: | http://repository.upi.edu/id/eprint/137510 |
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