Pengaruh Permainan Teka-teki Bergambar Terhadap Hasil Belajar Siswa Kelas II SDN 104200 Desa Karang Gading Labuhan Deli

Main Article Content

Fitri Handayani Rambe
Leni Malinda
Rizka Hidayah Husin Lubis

Abstract

This study employed an experimental design involving two groups: an experimental group taught using picture puzzle games and a control group taught using conventional methods. The research aimed to examine the effect of picture puzzle games on the learning outcomes of second-grade students at SDN 104200 Karang Gading Village, Labuhan Deli. Data were analyzed using the Kolmogorov-Smirnov normality test, which revealed that the pretest and posttest scores for both the experimental and control groups were normally distributed. For the experimental group, the pretest value was 0.159, and the posttest value was 0.60 (both > 0.05), indicating normal distribution. Similarly, the control group's pretest value was 0.13, and the posttest value was 0.62 (both > 0.05). Hypothesis testing using Exact Sig. (2-tailed) showed a value of 0.000 (< 0.05), rejecting H0 and accepting H1, thus confirming the significant impact of picture puzzle games on learning outcomes. The feasibility test scored 80%, indicating good suitability for use as a learning medium. These results suggest that using picture puzzle games as a learning tool can enhance student engagement and improve learning outcomes.

Downloads

Download data is not yet available.

Article Details

How to Cite
Rambe, F. H., Malinda, L., & Lubis, R. H. H. (2024). Pengaruh Permainan Teka-teki Bergambar Terhadap Hasil Belajar Siswa Kelas II SDN 104200 Desa Karang Gading Labuhan Deli. Pedagogika: Jurnal Ilmu-Ilmu Kependidikan, 4(1), 38–41. https://doi.org/10.57251/ped.v4i1.1581
Section
Articles

References

Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Allyn & Bacon.

Brown, H. D. (2007). Principles of language learning and teaching (5th ed.). Pearson Education.

Emzir. (2012). Metodologi penelitian pendidikan: Kuantitatif dan kualitatif. Jakarta: Rajawali Pers.

Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Harmer, J. (2007). The practice of English language teaching (4th ed.). Pearson Longman.

Johnson, D. W., & Johnson, R. T. (2017). Cooperation and competition: Theory and research. Interaction Book Company.

Mayer, R. E. (2020). Multimedia learning (3rd ed.). Cambridge University Press.

Nation, I. S. P. (2013). Learning vocabulary in another language (2nd ed.). Cambridge University Press.

Richards, J. C., & Rodgers, T. S. (2014). Approaches and methods in language teaching (3rd ed.). Cambridge University Press.

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/10.1006/ceps.1999.1020

Sekretariat Jenderal MPR RI. (2008). Undang-Undang Dasar Negara Republik Indonesia Tahun 1945. Jakarta: Sekretariat Jenderal MPR RI.

Susanti, A. (2009). Strategi pembelajaran anak usia dini. Jakarta: Prenada Media.

Syaodih, N. (2013). Metode penelitian pendidikan. Bandung: Remaja Rosdakarya.

Similar Articles

<< < 4 5 6 7 8 9 10 11 12 13 > >> 

You may also start an advanced similarity search for this article.