Pengaruh Metode Gamification Berbantuan Baamboozle terhadap Hasil Belajar Siswa

Authors

  • Arina Aulia Sabila IKIP PGRI Bojonegoro
  • Nur Rohman IKIP PGRI Bojonegoro
  • Taufiq Hidayat IKIP PGRI Bojonegoro

Abstract

This study aims to analyze the effect of the Gamification method assisted by Baamboozle on the Economics Learning Outcomes of Students at Sunan Ampel Tanjungharjo Islamic Senior High School. The approach used is quantitative with a one group pretest-posttest experimental design. The research sample consisted of 15 grade X students of MA Sunan Ampel Tanjungharjo in the 2025/2026 academic year. Data collection was carried out through observation, testing and documentation. The test instrument was tested for validity and reliability before use. The Normality test using Shapiro-Wilk showed that the data were normally distributed with a significance value > 0,05. The results of the Paired Sample t-Test showed a significance value of 0,000 < 0,05 and a calculated t value of 10,555 > t table 2,145. The results of the N-Gain test obtained an average value 0f 0,6117 in the moderate category. So there was a significant difference between the average posttest score. These findings indicate that the application of gamification through interactive media such a Baamboozle can improve learning outcomes and create an active and enjoyable learning atmosphere.

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Published

2026-06-19

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Articles