Pengembangan Game Blooket untuk Meningkatkan Minat Belajar Siswa pada Materi Fiqih Muamalah Sebagai Media Pembelajaran di MTS Hidayatul Muhajirin Palangka Raya
DOI:
https://doi.org/10.61132/nakula.v3i1.1481Keywords:
Blooket Game, MediaAbstract
This study aims to develop and design the Blooket Game, Blooket is a website-based interactive learning platform in the form of a quiz game that functions as a learning media in class and can increase student learning interest in Fiqh Muamalah material as a learning media at Mts Hidayatul Muhajirin Palangka Raya. The method used is development research (R&D) with the Borg and Gall model, which includes ten stages but the researchers here only take four stages, namely: 1) Identification of Potential and Problems, 2) Data Collection, 3) Product Design, 4) Design Validation and researchers added one more stage, namely 5) Main Trial. So in this study there are five stages developed. The research subjects consisted of 30 students of class IX MTs Hidayatul Muhajirin. Data was collected through Google Forms given to students after the use of the media, as well as feedback on students' learning experiences in the classroom. The results showed that the use of Blooket educational game significantly increased students' interest in learning. With the average score of students' interest in learning before the use of the media was 50%, and increased to 90% after implementation in the classroom. In addition, students also showed higher enthusiasm in following the learning and actively participating in learning activities. This study concludes that Blooket educational game-based learning media can be an alt.
Downloads
References
Achru, A. P. (2019). Pengembangan minat belajar dalam pembelajaran. Idaarah: Jurnal Manajemen Pendidikan, 3(2), 205. https://doi.org/10.24252/idaarah.v3i2.10012
Afriani, E. D., Masfuah, S., & Roysa, M. (2021). Analisis minat baca siswa kelas V sekolah dasar dalam pembelajaran daring. Jurnal Prasasti Ilmu, 1(3), 21–27. https://doi.org/10.24176/jpi.v1i3.6648
Agustina, F. (2019). Hubungan keterampilan mengadakan variasi dan minat belajar dengan hasil belajar peserta didik kelas V SD Negeri Gugus Cut Nyak Dien Kecamatan Metro Timur. https://digilib.unila.ac.id/59294/3/SKRIPSI TANPA BAB PEMBAHASAN.pdf
Amreta, M. Y., Rofi’ah, F. Z., & Markhamah, A. L. L. (2023). Pengembangan media papan hitung pada mata pelajaran matematika SD. Jurnal Ilmiah Pendidikan Citra Bakti, 10(1), 199–209. https://doi.org/10.38048/jipcb.v10i1.990
Bratel, O., Kostiuk, M., Okhrimenko, I., & Nanivska, L. (2023). Student-centered online assessment in foreign language classes. World Journal of English Language, 13(1), 185–194. https://doi.org/10.5430/wjel.v13n1p185
Daniyati, A., Saputri, I. B., Wijaya, R., Septiyani, S. A., & Setiawan, U. (2023). Konsep dasar media pembelajaran. Journal of Student Research, 1(1), 282–294. https://doi.org/10.55606/jsr.v1i1.993
Degirmenci, R. (2021). The use of Quizizz in language learning and teaching from the teachers’ and students’ perspectives: A literature review. Language Education and Technology (LET Journal), 1(1), 1–11. http://langedutech.com
Fadli, S., & Adipta, M. (2024). Pemanfaatan Blooket game sebagai media pembelajaran yang inovatif dan interaktif di MA Al Qadir Qamarul Huda Menemeng. DEDIKASI: Jurnal Pengabdian Kepada Masyarakat, 4(01), 16–19. https://doi.org/10.70004/dedikasi.v4i01.82
Habib, M. N., & Arini, N. W. (2021). Pengembangan media game smart run berbasis Android pada mata pelajaran PPKn kelas II. Jurnal Educatio, 7(3), 941–946. https://doi.org/10.31949/educatio.v7i3.1288
Hafshari, N. D., & Arini, N. W. (2023). Pengembangan media papan sipat-siput pada pembelajaran matematika untuk siswa kelas III sekolah dasar. Jurnal Cendekia: Jurnal Pendidikan Matematika, 7(1), 467–479. https://doi.org/10.31004/cendekia.v7i1.1643
Hanikah. (2024). Pengaruh Quizizz sebagai media pembelajaran terhadap minat belajar siswa pada mata pelajaran matematika kelas V. Cendikia, 2(3), 454–474. https://scholar.google.com/citations?view_op=view_citation&hl=id&user=Eet0IqQAAAAJ&citation_for_view=Eet0IqQAAAAJ:KlAtU1dfN6UC
Jannah, M., Masfuah, S., & Fardani, M. A. (2022). Gerakan literasi sekolah meningkatkan minat baca siswa sekolah dasar. Jurnal Prasasti Ilmu, 2(3), 115–120. https://doi.org/10.24176/jpi.v2i3.8364
Karisma, E. T., Setiawan, D., & Oktavianti, I. (2022). Analisis minat belajar siswa pada pembelajaran kelas IV SDN Jleper 01. Jurnal Prasasti Ilmu, 2(3). https://doi.org/10.24176/jpi.v2i3.8366
Majidi, M. W., Norhidayah, S., & Azis, A. (2024). Pengembangan media pembelajaran berbasis game ular tangga digital pada materi Asmaul Husna kelas VII di SMP NU Palangka Raya. 03(02).
Nurillahwaty, E. (2021). Peran teknologi dalam dunia pendidikan. Jurnal Keislaman dan Ilmu Pendidikan, 3(1), 123–133. https://ejournal.stitpn.ac.id/index.php/islamika
Rahmah, Z., Jasiah, J., & Liadi, F. (2023). Pengembangan bahan ajar berbasis blended learning pada mata kuliah ilmu pendidikan Prodi Pendidikan Agama Islam. Islamika, 5(2), 785–808. https://doi.org/10.36088/islamika.v5i2.3086
Rejeki, R., Adnan, M. F., & Siregar, P. S. (2020). Pemanfaatan media pembelajaran pada pembelajaran tematik terpadu di sekolah dasar. Jurnal Basicedu, 4(2), 337–343. https://doi.org/10.31004/basicedu.v4i2.351
Riefani, M. K. (2020). Validitas dan kepraktisan panduan lapangan ‘Keragaman Burung’ di kawasan pantai desa Sungai Bakau. Vidya Karya, 34(2), 193. https://doi.org/10.20527/jvk.v34i2.7578
Suditomo, A., & Handoko, D. (2021). Game edukasi Asmaul Husna berbasis Android untuk pelajar. ALGORITMA: Jurnal Ilmu Komputer Dan Informatika, 6341 (Nov). https://jurnal.uinsu.ac.id/index.php/algoritma/article/view/10262
Sugiyono. (2012). Metode penelitian kuantitatif, kualitatif, dan R&D. Bandung. https://elibrary.bsi.ac.id/readbook/205780/metode-penelitian-kuantitatif-kualitatif-dan-r-d.html
Sugiyono. (2019). Metode penelitian dan pengembangan. Bandung: CV. Alfabeta.
Susilo, P. M., Theresia, T., Nathania, C., & Merrino, R. (2022). Using Blooket to improve Chinese vocabulary study for 11th grade students in high school. ICCD (International Conference on Community Development), 4(1), 501–506.
Viranny & Wardhono. (2024). Cendikia pendidikan. Cendekia Pendidikan, 4(4), 50–54.
Wahid, A. (2018). Pentingnya media pembelajaran dalam meningkatkan prestasi belajar. ISTIQRA, Volume V N. https://jurnal.umpar.ac.id/index.php/istiqra/article/download/461/377
Wahyudi, T. (2023). Membangun strategi pembelajaran pendidikan agama Islam era revolusi industri 4.0 dan society 5.0. Al-Mutharahah: Jurnal Penelitian dan Kajian Sosial Keagamaan, 20(1), 148–159. https://doi.org/10.46781/al-mutharahah.v20i1.670
Wahyuningsih, F., Woroharsi, R. P. D., Saksono, L., & Samsul, S. I. (2021). Utilization of QuizWhizzer educational game applications as learning evaluation media. International Joint Conference on Science and Engineering, 20(9), 151. www.quizwhizzer.com
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.