PEMANFAATAN MEDIA INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR MATERI KEKAYAAN ALAM DI KELAS IV SEKOLAH DASAR
DOI:
https://doi.org/10.51878/science.v6i4.15345Keywords:
Media Interaktif, Hasil Belajar, IPAS, Kekayaan Alam, Penelitian Tindakan Kelas.Abstract
Mathematics instruction in schools is still often teacher-centered, so student engagement and motivation have not developed optimally, including in the topic of data and diagrams in 7th-grade classes at SMP Negeri 7 Jember. This study aims to describe the motivation to learn mathematics among students in the control and experimental classes before and after the intervention, as well as to examine the effect of implementing a Game-Based Learning model assisted by an Escape Room on students’ motivation to learn mathematics. This study employed a quantitative approach with a Quasi-Experimental Design and a Nonequivalent Control Group Design, conducted during the second semester of the 2025/2026 academic year (from March to April 2026). The sample was determined using purposive sampling, selecting class VII B as the experimental group and class VII C as the control group, each consisting of 35 students. Data were collected through a Likert-scale mathematics learning motivation questionnaire and analyzed using normality tests, homogeneity tests, and an Independent Samples t-Test with the assistance of IBM SPSS Statistics 27. The results showed that the learning motivation of the control class increased from an average of 66% to 78% (high category), while the experimental class increased from 67% to 86% (very high category). Hypothesis testing revealed p<0.001, confirming the rejection of H_0. These findings confirm that the Escape Room-assisted Game-Based Learning model can create a more active, interactive, and enjoyable learning environment, making it an effective alternative strategy for teaching mathematics.
ABSTRAK
Pembelajaran matematika di sekolah masih sering berpusat pada guru (teacher-centered) sehingga keterlibatan dan motivasi belajar siswa belum berkembang secara optimal, termasuk pada materi data dan diagram di kelas VII SMP Negeri 7 Jember. Penelitian ini bertujuan untuk mendeskripsikan motivasi belajar matematika siswa kelas kontrol dan kelas eksperimen sebelum maupun sesudah perlakuan, serta mengkaji pengaruh penerapan model Game-Based Learning berbantuan Escape Room terhadap motivasi belajar matematika siswa. Penelitian kuantitatif quasi-experimental dengan desain nonequivalent control group design ini dilaksanakan pada semester genap tahun ajaran 2025/2026 (bulan Maret hingga April 2026). Sampel ditentukan menggunakan teknik purposive sampling, yaitu kelas VII B sebagai kelas eksperimen dan kelas VII C sebagai kelas kontrol, yang masing-masing berjumlah 35 siswa. Data dikumpulkan melalui angket motivasi belajar matematika berskala Likert dan dianalisis menggunakan uji normalitas, uji homogenitas, serta uji hipotesis Independent Sample t-Test berbantuan IBM SPSS Statistics 27. Hasil penelitian menunjukkan bahwa motivasi belajar matematika siswa kelas kontrol meningkat dari rata-rata 66% menjadi 78% (kategori tinggi), sedangkan kelas eksperimen meningkat dari 67% menjadi 86% (kategori sangat tinggi). Hasil pengujian hipotesis menunjukkan nilai Sig." (2-tailed)"<0,001, yang mengindikasikan penolakan H_0 dan penerimaan H_a. Dengan demikian, dapat disimpulkan bahwa model Game-Based Learning berbantuan Escape Room berpengaruh signifikan terhadap motivasi belajar matematika siswa kelas VII SMP Negeri 7 Jember pada materi data dan diagram. Penerapan model tersebut terbukti mampu menciptakan lingkungan belajar yang lebih partisipatif, interaktif, dan menyenangkan, sehingga motivasi belajar siswa meningkat dibandingkan dengan pembelajaran konvensional.
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