PENGARUH PENGGUNAAN MODEL PEMBELAJARAN GAMIFICATION LEARNING BERBANTUAN APLIKASI LUMI EDUCATION TERHADAP HASIL BELAJAR SISWA PADA MATERI SISTEM PERSAMAAN LINEAR DUA VARIABEL (SPLDV)
Abstrak
Abstrak
Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan model pembelajaran Gamification Learning berbantuan aplikasi Lumi Education terhadap hasil belajar siswa pada materi SPLDV kelas VIII SMP Negeri II Baureno Tahun Ajaran 2025/2026. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis Pre-Experimental Design dan desain One Group Pretest-Posttest Design. Sampel penelitian berjumlah 30 siswa kelas VIII B yang dipilih menggunakan teknik cluster random sampling. Teknik pengumpulan data dilakukan melalui observasi, tes, dan dokumentasi. Instrumen tes diberikan sebelum perlakuan pretest dan setelah perlakuan posttest. Analisis data dilakukan melalui uji normalitas Liliefors dan uji hipotesis menggunakan paired sample t-test pada taraf signifikansi 5%. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 39,67 dengan standar deviasi 9,55, sedangkan nilai rata-rata posttest sebesar 74,00 dengan standar deviasi 8,14. Hasil uji hipotesis menunjukkan nilai t_hitung sebesar 12,43084 dan t_tabel sebesar 2,04523, sehingga t_hitung > t_tabel. Dengan demikian, H₀ ditolak dan H₁ diterima. Hasil penelitian menunjukkan bahwa model pembelajaran Gamification Learning berbantuan aplikasi Lumi Education berpengaruh signifikan terhadap hasil belajar siswa pada materi SPLDV. Penerapan model ini mampu menciptakan pembelajaran yang lebih interaktif, menarik, dan meningkatkan keterlibatan siswa dalam proses pembelajaran matematika.
Kata kunci: Gamification Learning_1, Lumi Education_2, Hasil Belajar_3, Sistem Persamaan Linear Dua Variabel_4
Abstract
This study aims to determine the effect of the Gamification Learning model, supported by the Lumi Education application, on student learning outcomes in the SPLDV topic for eighth-grade students at SMP Negeri II Baureno in the 2025/2026 academic year. This study employed a quantitative approach with a pre-experimental design and a one-group pretest-posttest design. The sample consisted of 30 eighth-grade B students selected using cluster random sampling. Data collection involved observation, testing, and documentation. The test instruments were administered before and after the treatment pretest and after the treatment posttest. Data analysis was performed using the Liliefors normality test and hypothesis testing using a paired sample t-test at a 5% significance level. The results showed that the average pretest score was 39.67 with a standard deviation of 9.55, while the average posttest score was 74.00 with a standard deviation of 8.14. The results of the hypothesis test show a t_count value of 12.43084 and a t_table of 2.04523, so that t_count > t_table. Thus, H₀ is rejected and H₁ is accepted. The results of the study indicate that the Gamification Learning learning model assisted by the LumEducation application has a significant effect on student learning outcomes in the SPLDV material. The application of this model is able to create more interactive, interesting learning and increase student involvement in the mathematics learning process.
Keyword: Gamification Learning_1, Lumi Education_2, Learning Autcomes _3, System of linear equations in two variabelel_4