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Fakultas FAKULTAS AGAMA ISLAM
Program Studi PENDIDIKAN GURU MADRASAH IBTIDAIYAH
Judul PENGARUH PENGGUNAAN MEDIA GAMES BAAMBOOZLE TERHADAP HASIL BELAJAR PKN SISWA KELAS III MI SIROJUL ANWAR
Tahun 2026
Tanggal Input 24 Aug 2026, 15.39



Abstak

Adinda Nur Alfia Azzahra
221105052631

Rendahnya hasil belajar PKn peserta didik kelas III MI Sirojul Anwar diduga disebabkan
oleh pembelajaran yang masih konvensional dan kurang melibatkan peserta didik secara
aktif. Diperlukan media pembelajaran yang lebih interaktif dan menyenangkan, salah
satunya media games baamboozle. Penelitian bertujuan mengetahui pengaruh penggunaan
media games baamboozle terhadap hasil belajar PKn peserta didik kelas III di MI Sirojul
Anwar. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain Non
Equivalent Control-Group Design. Sampel penelitian terdiri dari 60 peserta didik yang
dibagi menjadi kelas eksperimen (30 peserta didik) dan kelas kontrol (30 peserta didik).
Instrumen penelitian berupa tes esai sebanyak 20 soal yang telah diuji validitasnya
menggunakan korelasi Product Moment dengan nilai r tabel 0,361, menghasilkan 15 soal
valid dan 5 soal tidak valid, serta diuji reliabilitasnya menggunakan Cronbach's Alpha
dengan nilai 0,858 (kategori sangat tinggi). Teknik analisis data meliputi uji normalitas
Shapiro-Wilk, uji homogenitas Levene's Test, uji Paired Sample T-Test, dan uji Independent
Sample T-Test menggunakan SPSS 23. Hasil penelitian menunjukkan nilai rata-rata hasil
belajar PKn kelas eksperimen meningkat dari 28,13 (pretest) menjadi 38,66 (posttest),
sebesar 10,53 poin atau 36,95%, sedangkan kelas kontrol meningkat dari 27,66 menjadi
32,86, yaitu sebesar 5,20 poin atau 18,75%, sehingga peningkatan kelas eksperimen lebih
tinggi dibandingkan kelas kontrol. Hasil uji Independent Sample T-Test menunjukkan nilai
signifikansi 0,000 < 0,05, yang berarti terdapat pengaruh yang signifikan dari penggunaan
media games baamboozle terhadap hasil belajar PKn peserta didik. Dengan demikian,
dapat disimpulkan bahwa media games baamboozle efektif dalam meningkatkan hasil
belajar PKn peserta didik kelas III MI Sirojul Anwar.
Kata Kunci: Baamboozle, Hasil Belajar, PKn, Media Pembelajaran, Sekolah Dasar

The low learning outcomes in Civics Education among third-grade students at MI Sirojul
Anwar were suspected to be caused by conventional teaching methods that failed to actively
engage students. A more interactive and enjoyable learning medium was needed, one of
which was the baamboozle game. This study aimed to determine the effect of using the
baamboozle game on students' PKn learning outcomes in grade III at MI Sirojul Anwar.
The research method used was a quasi-experiment with a Non-Equivalent Control-Group
Design. The research sample consisted of 60 students, divided into an experimental class
(30 students) and a control class (30 students). The research instrument was an essay test
consisting of 20 items, which had been tested for validity using Product Moment correlation
with an r-table value of 0.361, resulting in 15 valid items and 5 invalid items, and for reli
ability using Cronbach's Alpha, obtaining a value of 0.858, categorized as very high. Data
analysis techniques included the Shapiro-Wilk normality test, Levene's Test for homogene
ity, the Paired Sample T-Test, and the Independent Sample T-Test, using SPSS 23. The re
sults showed that the average PKn learning outcome of the experimental class increased
from 28.13 (pretest) to 38.66 (posttest), an increase of 10.53 points or 36.95%, while the
control class increased from 27.66 to 32.86, an increase of 5.20 points or 18.75%, indicat
ing that the increase in the experimental class was higher than that of the control class.
The Independent Sample T-Test results showed a significance value of 0.000 < 0.05, indi
cating a significant effect of using the baamboozle game on students' PKn learning out
comes. It can therefore be concluded that the baamboozle game is effective in improving
students' PKn learning outcomes.
Keywords: Baamboozle, Learning Outcomes, Civic Education, Learning Media, Ele
mentary School


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