Hafifudin, Mujiono (2026) PENGARUH GAME BASED LEARNING BERBASIS WORDWOLL TERHADAP METAKOGNISI DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM SMK BLK BANDAR LAMPUNG. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
ABSTRAK Penelitian ini bertujuan untuk memahami dampak dari penggunaan Game Based Learning yang berbasis Wordwall terhadap kemampuan metakognisi peserta didik dalam belajar Pendidikan Agama Islam kelas XI di SMK BLK Bandar Lampung. Metakognisi adalah kemampuan penting yang berkaitan dengan kesadaran diri dalam berpikir, pengelolaan cara belajar, serta evaluasi diri peserta didik selama proses belajar. Penelitian ini dilakukan karena dalam pembelajaran tradisional, peserta didik cenderung kurang aktif dan kurang sadar akan cara berpikir mereka, sehingga dibutuhkan inovasi pembelajaran yang menggunakan teknologi, interaktif, dan menarik. Metode yang digunakan adalah penelitian kuantitatif dengan desain eksperimen, yang melibatkan dua kelompok, yaitu kelas eksperimen dan kelas kontrol. Kelas eksperimen menerapkan Game Based Learning berbasis Wordwall, sedangkan kelas kontrol menggunakan metode pembelajaran konvensional. Hasil penelitian menunjukkan peningkatan nilai rata-rata metakognisi pada kelas eksperimen dari 77,40 pada uji pra (pretest) menjadi 85,60 pada uji pasca (posttest). Sementara itu, kelas kontrol hanya naik dari 62,97 menjadi 77,40. Instrumen yang digunakan dalam penelitian telah diuji validitas, reliabilitas, tingkat kesukaran, dan kemampuan membedakan jawaban, dengan hasil reliabilitas mencapai 0,944 yang termasuk kategori sangat tinggi. Berdasarkan uji pra analisis, data menunjukkan distribusi normal dan homogen. Hasil uji hipotesis menggunakan uji t independen menunjukkan nilai Sig. (2-tailed) sebesar 0,000 yang lebih kecil dari 0,05, sehingga hipotesis alternatif diterima. Hal ini menunjukkan adanya perbedaan signifikan antara metakognisi peserta didik pada kelas eksperimen dan kelas kontrol. Dengan demikian, dapat disimpulkan bahwa penerapan Game Based Learning berbasis Wordwall berpengaruh secara signifikan dan lebih efektif dibandingkan metode pembelajaran konvensional dalam meningkatkan kemampuan metakognisi peserta didik dalam belajar Pendidikan Agama Islam. Kata kunci: Game Based Learning, Wordwall, Metakognisi, Pendidikan Agama Islam, Peserta Didik ii ABSTRACT This study aims to understand the impact of using Game Based Learning (GDL) based on Wordwalls on the metacognitive abilities of eleventh-grade students studying Islamic Religious Education at SMK BLK Bandar Lampung. Metacognition is an important skill related to self-awareness in thinking, managing learning styles, and self-evaluation during the learning process. This study was conducted because in traditional learning, students tend to be less active and less aware of their thinking, necessitating innovative learning that utilizes technology, is interactive, and engaging. The method used was a quantitative research design with an experimental design, involving two groups: an experimental class and a control class. The experimental class implemented Game-Based Learning based on Wordwalls, while the control class used conventional learning methods. The results showed an increase in the average metacognitive score in the experimental class from 77.40 in the pretest to 85.60 in the posttest. Meanwhile, the control class only increased from 62.97 to 77.40. The instrument used in the study was tested for validity, reliability, difficulty level, and ability to differentiate answers, with a reliability score of 0.944, which is considered very high. Based on pre-analysis testing, the data showed a normal and homogeneous distribution. The results of the hypothesis testing using an independent t-test showed a Sig. (2-tailed) value of 0.000, which is less than 0.05, thus accepting the alternative hypothesis. This indicates a significant difference between students' metacognition in the experimental and control classes. Therefore, it can be concluded that the implementation of Game-Based Learning based on Wordwalls has a significant and more effective effect than conventional learning methods in improving students' metacognitive abilities in Islamic Religious Education. Keywords: Game-Based Learning, Wordwall, Metacognition, Islamic Religious Education, Students
| Item Type: | Thesis (Diploma) |
|---|---|
| Subjects: | Pendidikan Agama islam |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Agama islam |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 15 Jan 2026 03:07 |
| Last Modified: | 15 Jan 2026 03:07 |
| URI: | https://repository.radenintan.ac.id/id/eprint/42266 |
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