LUCY, ANGGARISTA (2026) PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BAAMBOOZLE TERHADAP MOTIVASI BELAJAR SISWA KELAS V PADA MATA PELAJARAN MATEMATIKA DI MIN 10 BANDAR LAMPUNG. Diploma thesis, UIN RADEN INTAN LAMPUNG.
|
PDF
Download (10MB) |
Abstract
Abstrak Penelitian ini dilatarbelakangi oleh rendahnya motivasi belajar siswa kelas V pada mata pelajaran Matematika di MIN 10 Bandar Lampung. Data prapenelitian menunjukkan bahwa 46,97% siswa berada pada kategori motivasi sedang dan 21,97% pada kategori rendah. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran Baamboozle terhadap motivasi belajar siswa. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi eksperimen tipe Posttest Only Control Group Design. Sampel penelitian berjumlah 71 siswa yang dipilih melalui teknik cluster random sampling, terdiri atas 36 siswa kelas V C sebagai kelas eksperimen dan 35 siswa kelas V B sebagai kelas kontrol. Data dikumpulkan menggunakan angket motivasi belajar dan dianalisis menggunakan Independent Samples tTest. Hasil penelitian menunjukkan bahwa data berdistribusi normal dan homogen dengan nilai signifikansi uji normalitas sebesar 0,612 dan 0,216 serta uji homogenitas sebesar 0,292 > 0,05. Hasil uji hipotesis memperoleh nilai signifikansi 0,016 < 0,05 sehingga H0 ditolak dan H1 diterima. Rata-rata2 motivasi belajar kelas eksperimen (67,42) lebih tinggi dibanding kelas kontrol (64,03), dengan nilai effect size Cohen‟s d sebesar 0,585 yang termasuk kategori sedang. Dengan demikian, penggunaan media pembelajaran Baamboozle berpengaruh signifikan terhadap motivasi belajar siswa kelas V pada mata pelajaran Matematika di MIN 10 Bandar Lampung. Media Baamboozle dapat dijadikan alternatif media pembelajaran interaktif berbasis gamifikasi untuk meningkatkan motivasi belajar Matematika di sekolah dasar dan Madrasah Ibtidaiyah. Abstract This research is motivated by the low learning motivation of fifth grade students in Mathematics at MIN 10 Bandar Lampung. Pre-research data shows that 46.97% of students are in the medium motivation category and 21.97% are in the low category. This study aims to determine the effect of using Baamboozle learning media on students' learning motivation. The study used a quantitative approach with a quasi-experimental design of the Posttest Only Control Group Design type. The research sample amounted to 71 students selected through cluster random sampling technique, consisting of 36 students of class V C as the experimental class and 35 students of class V B as the control class. Data were collected using a learning motivation questionnaire and analyzed using Independent Samples t-Test. The3 results of the study showed that the data were normally distributed and homogeneous with a significance value of the normality test of 0.612 and 0.216 and a homogeneity test of 0.292 > 0.05. The results of the hypothesis test obtained a significance value of 0.016 < 0.05 so that H0 was rejected and H1 was accepted. The average learning motivation of the experimental class (67.42) was higher than that of the control class (64.03), with a Cohen's d effect size of 0.585, which is included in the moderate category. Thus, the use of Baamboozle learning media has a significant effect on the learning motivation of fifth-grade students in Mathematics at MIN 10 Bandar Lampung. Baamboozle media can be used as an alternative interactive gamification-based learning media to increase the motivation to learn Mathematics in elementary schools and Madrasah Ibtidaiyah.
| 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: | 20 Jul 2026 09:07 |
| Last Modified: | 20 Jul 2026 09:07 |
| URI: | https://repository.radenintan.ac.id/id/eprint/45120 |
Actions (login required)
![]() |
View Item |


