PEMBELAJARAN IPS DENGAN KONSEP GAMIFIKASI DALAM PENGUATAN PENDIDIKAN KARAKTER SISWA : Studi Quasi Eksperimen tentang Kearifan Lokal Makassar: Siri', Pacce', dan Pangngalik di SMP Negeri 1 Palangga Kabupaten Gowa

Maryam Mustika, - (2019) PEMBELAJARAN IPS DENGAN KONSEP GAMIFIKASI DALAM PENGUATAN PENDIDIKAN KARAKTER SISWA : Studi Quasi Eksperimen tentang Kearifan Lokal Makassar: Siri', Pacce', dan Pangngalik di SMP Negeri 1 Palangga Kabupaten Gowa. S2 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk mengetahui dan menganalisis Pengaruh Pembelajaran IPS dengan Konsep Gamifikasi dalam Penguatan Pendidikan Nilai Karakter Siswa (Studi Quasi Eksperimen tentang Kearifan Lokal Makassar: Siri’, Pesse’, dan Pangngalik di SMP Negeri 1 Palangga Kabupaten Gowa). Variabel dalam penelitian ini mencakup (1) Pembelajaran IPS dengan Konsep Gamifikasi dan (2) Penguatan Pelaksanaan Pendidikan Nilai Karakter Siswa. Metode penelitian ini adalah kuantitatif Quasi Eksperimen dengan desain Nonequivalent Control Group Design. Teknik pengumpulan data dalam penelitian ini menggunakan kuesioner kepribadian, tes tertulis dan observasi. Hasil penelitian menunjukkan bahwa (1) Karakter siswa khususnya karakter mandiri, gotong royong, dan religius dalam budaya Bugis Makassar dikenal dengan nilai Siri’, Pacce’ dan Pangngalik di kelas eksperimen dan kelas kontrol tidak memiliki perbedaan berdasarkan hasil uji statistik melalui uji Independent Sample Test diperoleh nilai t hitung yaitu sebesar 0,692 < 2.03693 t tabel sebelum dilakukan penelitian; (2) Setelah dilakukannya tindakan di kelas Eksperimen dengan menggunakan konsep Gamifikasi permainan puzzle, lompat tali dan permainan bom dalam pembelajaran IPS maka berdasarkan hasil uji statistic wilcoxon diperoleh nilai significancy 0,000 (p < 0,05), sehingga pengambilan keputusannya bahwa H0 di tolak dan H1 diterima yaitu Terdapat Perbedaan Karakter Siswa pada saat Post test di Kelas Eksperimen yang menggunakan Pembelajaran dengan Konsep Gamifikasi; dan (3) Pembelajaran IPS yang menggunakan metode konvensional berdasarkan hasil uji statistik diperoleh nilai significancy kurang dari 0,05 sehingga H0 ditolak dan H1 diterima yaitu Terdapat perbedaan secara signifikan karakter siswa pada saat post test di kelas kontrol. (4) Hal ini tergambarkan bahwa Penggunaan konsep Gamifikasi dalam pembelajaran IPS memberikan pengaruh dalam Penguatan Pendidikan Karakter dengan Uji Mann-Whitney, diperoleh angka Significancy 0,001 < 0,05, maka H0 ditolak H1 diterima.;This study aims to find out and analyze the Effect of Social Studies Learning with Gamification Concepts in Strengthening Education of Student Character Values (Study of Quasi Experiments on Makassar Local Wisdom: Siri ', Pesse', and Pangngalik in SMP Negeri 1 Palangga, Gowa Regency). The variables in this study include (1) Social Studies Learning with the Gamification Concept and (2) Strengthening the Implementation of Student Character Value Education. This research method is quantitative Quasi Experiment with the design of Nonequivalent Control Group Design. Data collection techniques in this study used personality questionnaires, written tests and observations. The results of the study showed that (1) The character of the students especially the independent, mutual and religious character in Bugis Makassar culture was known as Siri ', Pacce' and Pangngalik in the experimental class and the control class had no difference based on the results of the statistical test through the Independent Sample Test obtained value of t that is equal to 0.692 <2.03693 t table before the research is conducted; (2) After the action in the Experimental class by using the Gamification concept of puzzle, jump rope and bomb game in Social Studies Learning, based on the results of the Wilcoxon statistical test, the significance value of 0,000 (p <0.05) was obtained, so that the decision was rejected and H1 is accepted, there are Differences in Student Character when Post test in Experimental Class that uses Learning with Gamification Concepts; and (3) Social studies learning using conventional methods based on statistical test results obtained significance values of less than 0.05 so that H0 is accepted and H1 is accepted which contains significant differences in student character at the time of the post test in the control class. (4) It is illustrated that the use of the Gamification concept in Social Studies Learning has an influence in Strengthening Character Education with the Mann-Whitney Test, obtained a Significancy number of 0.001 <0.05, then H0 is rejected H1 is accepted.

Item Type: Thesis (S2)
Uncontrolled Keywords: Pembelajaran IPS, Konsep Gamifikasi, Penguatan Pendidikan Nilai Karakter, Social Studies Learning, Gamification Concept, Strengthening Character Value Education.
Subjects: H Social Sciences > H Social Sciences (General)
L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: Sekolah Pasca Sarjana > Pendidikan IPS S-2
Depositing User: Maryam Mustika
Date Deposited: 16 Jul 2020 08:07
Last Modified: 16 Jul 2020 08:07
URI: http://repository.upi.edu/id/eprint/40270

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