Skripsi
PENGARUH PENGGUNAAN MEDIA BERBASIS GAMIFIKASI GIMKIT TERHADAP MOTIVASI BELAJAR PESERTA DIDIK PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI SMA NEGERI 2 PALEMBANG
This study aims to determine the influence of the use of Gimkit gamification-based media on students' learning motivation in education learning Pancasila at SMA Negeri 2 Palembang. This study uses a quantitative approach with the Pre Experimental method in the form of intra-group comparison. The population in this study amounted to 360 students, with a sample of 70 students consisting of the control class and the experimental class selected using a non-probability sampling technique of purposive sampling type. Data collection techniques used questionnaires, observation, and documentation. Based on the results of the research and discussion in this study, there is an influence of the use of Gimkit gamification-based media on students' learning motivation in education learning Pancasila at SMA Negeri 2 Palembang. This is proven by looking at the results of the hypothesis test using the independent sample t-test with the help of SPSS Version 25, obtained a significance value (Sig. 2-tailed) of 0.017 < 0.05, then Ha is accepted and H0 is rejected. So it can be concluded that there is an influence of the use of Gimkit gamification-based media on students' learning motivation in education learning Pancasila at SMA Negeri 2 Palembang.
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