THE EFFECT OF DEVELOPING AN ANDROID-BASED EDUCATIONAL GAME APPLICATION (PUZZLE) TO IMPROVE STUDENTS' COGNITIVE ABILITIES ON HISTORICAL MATERIAL
Keywords:
Learning media, Educational Games, Cognitive, R&DAbstract
This research aims to find out the influence of the learning media educational game application Puzzle on historical material in the sub-chapter on the history of the entry of western nations into the archipelago to improve students' cognitive abilities. This research uses R&D or Research and Development research using the Borg and Gall method. The instruments in this research consist of validation instruments, needs analysis instruments and student response instruments with calculations using the Likert scale formula. The data analysis technique in this research uses the normality test, homogeneity test, and hypothesis T-test with calculations with the help of the SPSS 26 for Windows program. The results of this research show that there is a significant influence in the use of the educational game application media Puzzle on the historical material of the arrival of western nations in the archipelago on the cognitive abilities of grade 8 students at SMP Negeri 3 Srengat. This is proven by the results of the T-test with the acquisition of sig( 2 tailed) namely 0.000 or (0.000 < 0.005). So it was concluded that there was a significant influence on class 8B as the control class and class 8A as the experimental class. With student learning outcomes measured through posttest questions with an average score of 90.93 for the experimental class and 80.70 for the control class. So it can be concluded that H1 is accepted and H0 is rejected. So it is concluded that the use of educational game application media Puzzle has a significant influence on class 8B as the control class and class 8A as the experimental class.
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