Susanto, Susanto (2024) Implementasi Game Edukasi Berbasis Smart Box Digital Terhadap Kemampuan Perkalian Dan Motivasi Belajar. S1 thesis, Universitas Muhammadiyah Purwokerto.

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Abstract

This research on the implementation of digital smart box-based educational games
on multiplication abilities and learning motivation is motivated by the lack of
optimal use of learning media in mathematics, especially multiplication abilities.
Through educational games based on digital smart boxes, it is hoped that they can
motivate students' learning, which in turn can improve their learning outcomes in
multiplication material. This research on the implementation of digital smart boxbased
educational games on multiplication abilities aims to: 1) explain the effect of
implementing Digital Smart Box-based educational games on multiplication
abilities; and 2) explain the effect of implementing Digital Smart Box-based
educational games on learning motivation. To achieve the above objectives,
educational research is used with the type of quantitative descriptive research using
the type of data, namely quantitative data. The results of implementing digital smart
box-based educational games on multiplication ability and learning motivation. It
can be seen that the average value of the multiplication learning results for the
experimental class is higher compared to the control class, namely 80.54
(experimental class) and 62.33 (control class). It can be seen that the average value
of learning motivation for the multiplication ability of the experimental class is
higher compared to the control class, namely 80.97 (experimental class) and 61.67
(control class). The results of the t test calculation show that there is an influence
of digital smart box based educational game media on multiplication ability with a
significance of 12.58 when compared with the t table with a significance level of α
= 0.05, obtained t table = 1.98. The results of the t test calculation show that there
is a significant influence of educational game media based on digital smart boxes
on learning motivation at 13.16. The results of this calculation were then compared
with the t table with a significance level of α = 0.05, obtaining t table = 1.98.

Dosen Pembimbing: Wulandari, Dyah Astorini | Nidn 0626037201
Item Type: Thesis (S1)
Uncontrolled Keywords: educational games, digital smart box, multiplication
Subjects: L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: Program Pascasarjana > Magister Pendidikan Dasar S2
Depositing User: Catur Indra Himawan
Date Deposited: 21 Mar 2024 01:30
Last Modified: 10 Mar 2025 02:17
URI: http://repository.ump.ac.id/id/eprint/16685

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