EFEKTIVITAS MODEL PEMBELAJARAN GAME BASED LEARNING BERBASIS MEMORY GAME TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN SKI DI PONDOK PESANTREN DARUL HUFFAZ PESAWARAN

Adelia, Lestarina (2026) EFEKTIVITAS MODEL PEMBELAJARAN GAME BASED LEARNING BERBASIS MEMORY GAME TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN SKI DI PONDOK PESANTREN DARUL HUFFAZ PESAWARAN. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya minat belajar siswa pada mata pelajaran Sejarah Kebudayaan Islam (SKI) di Pondok Pesantren Darul Huffaz Pesawaran, khususnya pada indikator perhatian yang tampak lemah dalam pembelajaran konvensional. Pembelajaran yang monoton menyebabkan siswa mudah bosan, kurang fokus, dan tidak terlibat aktif dalam proses belajar. Kondisi tersebut mendorong perlunya inovasi pembelajaran yang mampu menciptakan suasana belajar yang menarik, interaktif, serta menstimulasi perhatian siswa secara konsisten. Oleh karena itu, penelitian ini bertujuan untuk mengetahui efektivitas model Game Based Learning berbasis memory game dalam meningkatkan minat belajar siswa, terutama pada aspek perhatian. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi eksperimen dan desain nonequivalent control group design. Dua kelas dijadikan sampel penelitian, yaitu kelas eksperimen yang diberikan perlakuan melalui memory game dan kelas kontrol yang tetap menggunakan metode konvensional. Data dikumpulkan melalui angket minat belajar yang telah diuji validitas dan reliabilitasnya, kemudian dianalisis menggunakan uji normalitas, homogenitas, dan independent samples t-test. Hasil penelitian menunjukkan bahwa data berdistribusi normal dan homogen. Uji t menghasilkan nilai signifikansi 0,031 (< 0,05), yang berarti terdapat perbedaan signifikan antara kedua kelompok. Temuan ini menunjukkan bahwa Game Based Learning berbasis memory game efektif meningkatkan minat belajar siswa pada indikator perhatian, ditandai dengan meningkatnya fokus, keterlibatan aktif, dan konsentrasi siswa saat pembelajaran SKI. Kesimpulannya, model Game Based Learning berbasis memory game merupakan strategi pembelajaran yang efektif dan inovatif dalam meningkatkan minat belajar siswa, serta layak diterapkan dalam pembelajaran SKI di lingkungan pesantren. Kata Kunci : Game Based Learning, Minat Belajar, Memory Game ii ABSTRACT This study was motivated by the low level of students’ learning interest in the Islamic Cultural History (Sejarah KebudayaanIslam/SKI) subject at Pondok Pesantren Darul Huffaz Pesawaran, particularly in the attention aspect. Conventional teaching methods tend to be monotonous, causing students to become bored, lose focus, and show minimal engagement during lessons. These conditions highlight the need for innovative instructional strategies that can create an engaging and interactive learning environment. Therefore, this study aimed to examine the effectiveness of a Game-Based Learning (GBL) model using a memory game in enhancing students’ learning interest, especially their attention during SKI learning. The research adopted a quantitative approach with a quasi-experimental method and a nonequivalent control group design. Two classes were selected as samples: an experimental class taught using the memory game based GBL model and a control class taught through conventional instruction. Data on students’ learning interest were collected using a validated and reliable questionnaire and analyzed through normality tests, homogeneity tests, and an independent samples t test. The results showed that the data were normally distributed and homogeneous. The t-test yielded a significance value of 0.031 (< 0.05), indicating a significant difference between the experimental and control groups. These findings demonstrate that the memory game–based GBL model effectively improves students’ learning interest, particularly in attention, as reflected in better focus, active participation, and concentration during learning. Thus, this model is an effective and innovative approach suitable for SKI instruction in the pesantren context. Keyword : Game Based Learning, Learning Interest, Memory Game

Item Type: Thesis (Diploma)
Subjects: Pendidikan Agama islam
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Agama islam
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 12 Feb 2026 04:47
Last Modified: 12 Feb 2026 04:47
URI: https://repository.radenintan.ac.id/id/eprint/42797

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