Efektivitas Gamifikasi Pembelajaran Melalui Blooket untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK Kelas VIII-A di SMP Al-Ihya Cihaur
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Abstract
The purpose of this study was to determine the significant difference in students’ learning outcomes before and after the implementation of learning gamification through Blooket.This research is a quantitative study using a Pre-Experimental Design with the One Group Pretest-Posttest Design model. The sampling technique employed in this study was a census/total sampling method. The study involved 18 students from class VIII A at SMP Al-Ihya Cihaur. The data collection technique used was testing. The research instruments consisted of pre-test and post-test questions. The data analysis techniques used in this study included descriptive analysis, normality test, and t-test. Based on the research findings, there was a difference in students' learning outcomes before and after the treatment. The results of the hypothesis test showed that the average post-treatment score in the experimental group reached 78,95, while the pre-treatment score was 50,53. Thus, there was a difference of 28,42 points, indicating a higher improvement in the post-treatment scores. The t-test resulted in a significance value of p = 0.000, which is less than 0.05. This indicates a significant difference between the scores before and after the treatment. Therefore, the null hypothesis (H0) is rejected, and the alternative hypothesis (Ha) is accepted