PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN LUDO TERHADAP PENINGKATAN HASIL BELAJAR PADA MATA PELAJARAN PPKN SISWA KELAS V SDS SWADHIPA NATAR TAHUN PELAJARAN 2022/2023

Authors

  • Shafa Dinda Tryandana STKIP PGRI Bandar Lampung
  • Yulia Siska STKIP PGRI Bandar Lampung
  • Deri Ciciria STKIP PGRI Bandar Lampung

Keywords:

Ludo Learning Media, Learning Outcomes

Abstract

In this research, the main problem is that the teacher does not use learning media during the learning process. The teacher only uses the lecture methode which does not make it easy for students to understand, improve and hone their critical thinking. Learning media is one of the interesting game learning media to be applied in the learning process. The aim of this research is to determine the effect of using Ludo media on improving learning outcomes and critical thinking in Civics subjects for class V SDS Swdhipa Natar students. This type of research is Quasi Experiment with Nonequivalent Control Group Design. The population in this research was taken from all class V students consisting of two classes, namely class VA as the control class and class VB as the experimental class. The number of students in both classes was 39 students consisting of 20 students in the control class and 19 in the experimental class. Based on the results of the analysis of data calculations and hypothesis testing carried out, it was found ttab =1,68. The test thit = 3,15 then ( thit 3,15> ttab < 1,68). As for accounting for the T-test critical thinking ability thit > ttab (4,91 > 1,68) So that thit > ttab then, the Ho hypothesis is rejected. Ha accepted. The persentase of learning response to using ludo of learning media to the critical ability of critical thinking Strongly Agree 25%, Agree 46,3%, Less Agree 18,9%, Disagree 9,5%, Strongly Disagree 0%. Showing the total is 46,3% of Agree at the highest on the statement .So the conclusion that there is an effect of the use of Ludo media on improving learning outcomes and critical thinking in Civics subjects for class V students at SDS Swadhipa Natar academic year 2022/2023.

References

Ali. K. F., K. V. (2019). Design and Implemetation of Ludo Game Using Automata Theory. 1-6.

Anas, S. (2011). Pengantar Evaluasi Pendidikan. Jakarta: Raja Grafindo.

Arikunto, S. (2013). Prosedur Penelitian. Jakarta: Rineka Cipta.

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Published

2023-12-09

How to Cite

Dinda Tryandana, S. ., Siska, Y. ., & Ciciria, D. (2023). PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN LUDO TERHADAP PENINGKATAN HASIL BELAJAR PADA MATA PELAJARAN PPKN SISWA KELAS V SDS SWADHIPA NATAR TAHUN PELAJARAN 2022/2023. CERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar, 2(2), 751–758. Retrieved from http://eskripsi.stkippgribl.ac.id/index.php/pgsd/article/view/946