PENGARUH MODEL GAME BASED LEARNING TERINTEGRASI ARTIFICIAL INTELLIGENCE DENGAN MEDIA QUIZWHIZZER UNTUK MENINGKATKAN COLLABORATIVE SKILL SISWA

  • Ani Dhorifah Universitas Islam Negeri Maulana Malik Ibrahim Malang
  • Ulfi Andrian Sari Universitas Islam Negeri Maulana Malik Ibrahim Malang

Abstract

The low Collaborative Skills of students in learning Social Sciences requires innovation in more interactive and interesting learning models. This study aims to determine the effect of the Game Based Learning learning model assisted by Artificial Intelligence through the Quizwhizzer application media on improving the Collaborative Skills of class VII students at MTs Negeri 1 Kediri City. The method used is quantitative with a quasi-experimental design of the Nonequivalent Control Group Design type. Data collection techniques used pretest and posttest questionnaires in the experimental and control classes. Data analysis was carried out through normality tests, homogeneity tests, and hypothesis tests. The results showed a higher difference in improvement in the experimental class compared to the control class. The average pretest and posttest scores in the experimental class were 53.533 and 57.167, respectively, while in the control class they were 54.765 and 56.618. The hypothesis test showed a significance value of 0.047 <0.05, which means that there is a significant effect of using the Game Based Learning model assisted by Artificial Intelligence through the Quizwhizzer media on improving students' Collaborative Skills.

 

ABSTRAK

Rendahnya keterampilan kolaborasi siswa dalam pembelajaran Ilmu Pengetahuan Sosial (IPS) menuntut adanya inovasi model pembelajaran yang lebih interaktif dan menarik. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game Based Learning berbantuan Artificial Intelligence melalui media aplikasi Quizwhizzer terhadap peningkatan Collaborative Skill siswa kelas VII di MTs Negeri 1 Kota Kediri. Metode yang digunakan adalah kuantitatif dengan desain quasi experiment jenis Nonequivalent Control Group Design. Teknik pengumpulan data menggunakan angket pretest dan posttest pada kelas eksperimen dan kontrol. Analisis data dilakukan melalui uji normalitas, homogenitas, dan uji hipotesis. Hasil penelitian menunjukkan adanya perbedaan peningkatan yang lebih tinggi pada kelas eksperimen dibandingkan kelas kontrol. Nilai rata-rata pretest dan posttest pada kelas eksperimen masing-masing sebesar 53,533 dan 57,167, sedangkan pada kelas kontrol sebesar 54,765 dan 56,618. Uji hipotesis menunjukkan nilai signifikansi 0,047 < 0,05, yang berarti terdapat pengaruh signifikan penggunaan model Game Based Learning berbantuan Artificial Intelligence melalui media Quizwhizzer terhadap peningkatan keterampilan kolaborasi siswa.

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Published
2025-10-26