PENGARUH MODEL PEMBELAJARAN GAMIFIKASI BERBANTUAN MEDIA MYSTERY BOX UNTUK MENINGKATKAN MINAT BELAJAR PESERTA DIDIK PADA PEMBELAJARAN AKIDAH AKHLAK KELAS V MIS MMA 4 SUKABUMI

DEVI, LELA SARI (2025) PENGARUH MODEL PEMBELAJARAN GAMIFIKASI BERBANTUAN MEDIA MYSTERY BOX UNTUK MENINGKATKAN MINAT BELAJAR PESERTA DIDIK PADA PEMBELAJARAN AKIDAH AKHLAK KELAS V MIS MMA 4 SUKABUMI. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya minat belajar peserta didik pada mata pelajaran Akidah Akhlak kelas V MIS MMA 4 Sukabumi, yang ditunjukkan melalui kurangnya perhatian, partisipasi, dan motivasi siswa selama proses pembelajaran. Hal tersebut menuntut adanya model pembelajaran yang mampu menciptakan suasana belajar yang lebih menarik, interaktif, serta meningkatkan keterlibatan peserta didik. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan model pembelajaran Gamifikasi berbantuan media Mystery Box terhadap minat belajar peserta didik. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experimental design tipe nonequivalent control group design. Penelitian melibatkan dua kelompok, yaitu kelas eksperimen yang menggunakan model pembelajaran Gamifikasi berbantuan media Mystery Box dan kelas kontrol yang menggunakan model Game Based Learning berbantuan media Flashcard. Sampel penelitian berjumlah 48 peserta didik yang ditentukan menggunakan teknik purposive sampling. Instrumen pengumpulan data berupa angket minat belajar yang telah melalui uji validitas dan reliabilitas. Analisis data menggunakan independent sample t-test untuk melihat perbedaan minat belajar antara kedua kelompok setelah perlakuan diberikan. Hasil penelitian menunjukkan bahwa model pembelajaran Gamifikasi berbantuan media Mystery Box berpengaruh positif dan signifikan terhadap peningkatan minat belajar peserta didik. Hal ini ditunjukkan oleh nilai signifikansi uji independent sample t-test sebesar 0,007 ≤ 0,05 sehingga hipotesis alternatif (Ha) diterima. Skor angket minat belajar pada kelas eksperimen yaitu rata-rata 68,29 sedangkan kelas kontrol yaitu 62,08. Dengan demikian, model pembelajaran Gamifikasi berbantuan media Mystery Box terbukti lebih efektif dalam meningkatkan minat belajar peserta didik karena mampu menghadirkan pembelajaran yang lebih menarik, interaktif, dan memotivasi. Kata Kunci: Gamifikasi, Mystery Box, Minat Belajar, Akidah Akhlak ii ABSTRACT This research is motivated by the low learning interest of fifth grade students at MIS MMA 4 Sukabumi in the subject of Akidah Akhlak, as indicated by their lack of attention, participation, and motivation dur ing the learning process. This condition requires a learning model that can create a more engaging, interactive atmosphere and increase student involvement. The purpose of this study is to determine the effect of the Gamification learning model assisted by the Mystery Box media on stu dents’ learning interest. The research problem focuses on whether this learning model has a significant effect on improving students’ learning interest. This study employed a quantitative approach with a quasi-experi mental method, specifically the nonequivalent control group design. The research involved two groups: an experimental class that used the Gam ification model assisted by Mystery Box media, and a control class that used the Game Based Learning model assisted by Flashcard media. The sample consisted of 48 students selected using purposive sampling. The data collection instrument was a learning interest questionnaire that had been tested for validity and reliability. Data were analyzed using an in dependent sample t-test to determine the difference in learning interest between the two groups after the treatment. The results showed that the Gamification model assisted by Mystery Box media had a positive and significant effect on students’ learning in terest. This is evidenced by the significance value of the independent sam ple t-test, which was 0.007 ≤ 0.05, indicating that the alternative hypoth esis (Ha) is accepted. The average learning interest score in the experi mental class was 68.29, while the control class scored 62.08. Thus, the Gamification model assisted by Mystery Box media was proven to be more effective in increasing students’ learning interest, as it provides a more engaging, interactive, and motivating learning experience. Keywords: Gamification, Mystery Box, Learning Interest, Akidah Akhlak

Item Type: Thesis (Diploma)
Subjects: Pendidikan Guru Madrasah Ibtidaiyah
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 15 Dec 2025 04:23
Last Modified: 15 Dec 2025 04:23
URI: https://repository.radenintan.ac.id/id/eprint/41922

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