Pengaruh media pembelajaran gamifikasi game monopoli mata pelajaran SKI terhadap minat belajar siswa kelas 4 MIN 10 Blitar
Abstract
The research discusses the effect of monopoly game learning on SKI subjects on the learning interest of grade 4 MIN 10 Blitar students. Through a quantitative approach type of quasi-experimental experiment with a population and sample of 24 students. The data collection technique uses questionnaires measured by Likert scale. Then the results of filling out the questionnaire are analyzed with standard defiation data analysis techniques. Resulting in 45.83% of students feeling high impact and 54.17% of students feeling moderate impact. So it can be concluded that the Learning Media of Game Gamification Monopoly of Ski Subjects is quite influential on the Learning Interest of Grade 4 MIN 10 Blitar Students. Based on the results of this research, it can be concluded that the application of gamification learning media through the Monopoly game in the Islamic Cultural History (SKI) subject is able to have a positive impact on increasing students' interest in learning. Through an interactive and fun approach, students become more active, enthusiastic, and easily understand the material presented. Thus, the use of game-based learning media such as the Monopoly game can be an innovative alternative for teachers in creating an interesting and effective learning atmosphere, especially in increasing students' motivation and interest in learning at the basic education level.
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References
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