PENGARUH GAME BASED LEARNING BERBANTUAN MEDIA AUDIO VISUAL TERHADAP HASIL BELAJAR MATERI MAGNET, LISTRIK DAN TEKNOLOGI BAGI KEHIDUPAN PESERTA DIDIK KELAS V SD NEGERI 13 CURIO
Abstract
This study was motivated by the low learning outcomes of fifth-grade students in Science and Social Studies (IPAS) at SD Negeri 13 Curio. Teacher-centered learning and the lack of innovative learning models and media have caused students to be less active during the learning process. This study aimed to determine the effect of Game Based Learning assisted by audio-visual media on students' learning outcomes in magnetism, electricity, and technology for life topics. The study employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The sample consisted of 21 students selected through saturated sampling techniques. Data were collected through pretests and posttests and analyzed using descriptive statistics and the Wilcoxon Signed Rank Test. The results showed that the mean pretest score was 61.90 and increased to 91.43 in the posttest. The Wilcoxon test yielded a significance value of 0.000 < 0.05, indicating that H₀ was rejected and H₁ was accepted. Therefore, Game Based Learning assisted by audio-visual media had a positive and significant effect on students' IPAS learning outcomes.
References
Amnah, Rahmi, & Mellisa. (2022). Pelatihan Pelatihan Model Active Learning Dan Cooperative Learning Di SMPN34 Pekanbaru. Community Education Engagement Journal, 3(2), 81–87.
Aiken, L. R. (1985). Three coefficients for analyzing the reliability and validity of ratings. Educational and Psychological Measurement, 45(1), 131–142.
Asmaka, R. A. (2019). Pengaruh Model Pembelajaran Game‑Based Learning terhadap Prestasi Belajar Matematika pada Materi Peluang Kelas VIII SMP Negeri 2 Balen Tahun Pelajaran 2018/2019 [Skripsi, IKIP PGRI Bojonegoro]. Repositori IKIP PGRI Bojonegoro.
Amran, M., Trophy, A. E., & Kadir, A. (2022). Penggunaan Media Audio Visual Dalam Meningkatkan Hasil Belajar Ipa Siswa Kelas V Sd Inpres 12/79 Polewali. Autentik: Jurnal Pengembangan Pendidikan Dasar, 6(2), 276–293. Andika, N. L. P., Agustini, K., & Sudatha, G. W. (2025). Studi Literatur Review: Peran Media Game Based Learning terhadap Pembelajaran. Didaktika: Jurnal Kependidikan, 14(1), 799–812.
Andreani, D., & Gunansyah, G. (2023). Persepsi Guru Sekolah Dasar Tentang Mata Pelajaran Ipas Pada Kurikulum Merdeka. JPGSD, 11(9), 1841–1854.
Anggita, A. D., Subekti, E. E., Prayito, M., & Prasetiawati, C. (2023). Analisis Minat Belajar Peserta Didik Terhadap Pembelajaran Ipas Di Kelas 4 Sd N Panggung Lor. Inventa : Jurnal Pendidikan Guru Sekolah Dasar, 7(1), 78–84.
Anuraga, G., Indrasetianingsih, A., & Athoillah, M. (2021). Pelatihan Pengujian Hipotesis Statistika Dasar Dengan Software R. Jurnal BUDIMAS, 3(2), 327– 334.
Fadillah, M. (2021). Upaya Meningkatkan Kemampuan Membaca Siswa Dengan Pemanfaatan Media Audio- Visual Di Kelas Rendah. Jurnal Penelitian, Pendidikan dan Pengajaran, 1(1), 1–11.
Farhana, H., Awiria, & Muttaqien, N. (2021). Penelitian Tindakan Kelas. IC Publisher.
Fatmawati, L. W., Suryanti, H. H. S., & Widyaningrum, R. (2021). Analisis Hasil Belajar Peserta Didik Pada Pembelajaran Tematik. Jurnal Sinektik, 4(1), 71– 79.
Fauziyah, A., Sakinah, Z. A., Mariyanto, & Juansah, D. E. (2023). Instrumen Tes Dan Non Tes Pada Penelitian. Pendas : Jurnal Ilmiah Pendidikan Dasar, 8(3).
Fauzi, A. (2024). Pengaruh pembelajaran berbasis teknologi terhadap hasil belajar siswa sekolah dasar. Jurnal Inovasi Pendidikan, 8(1), 15–23.
Firmansyah, E., & Okianna. (2024). Penerapan Model Pembelajaran Active Learning Tipe Team Quiz Pada Mata Pelajaran Sosiologi. Jurnal Pendidikan Ilmu-Ilmu Sosial dan Humaniora, 2(2), 73–82.
Gunawan, I. (2022). Metode Penelitian Kuantitatif. Jakarta: Bumi Aksara.
Mayer, R. E. (2021). Multimedia Learning (3rd ed.). Cambridge: Cambridge University Press.
Rahmania, N., dkk. (2024). Implementasi Game Based Learning dalam Meningkatkan Hasil Belajar Siswa. Jurnal Pendidikan Modern, 5(1), 45– 57.
Sugiyono. (2022). Metode Penelitian Kuantitatif. Bandung: Alfabeta.
Susanto, A. (2022). Teori Belajar dan Pembelajaran di Sekolah Dasar. Jakarta: Kencana.
Wulandari, S., & Safitri, R. (2024). Game Based Learning sebagai Inovasi Pembelajaran Abad 21. Jurnal Inovasi Pendidikan, 9(1), 20–30.
Zuliani, A., dkk. (2023). Pengaruh Media Audio Visual terhadap Hasil Belajar Siswa Sekolah Dasar. Jurnal Pendidikan Dasar Nusantara, 7(2), 155– 166.











