Efektivitas Media Pembelajaran Snake And Ladders Terhadap Motivasi Belajar Siswa Kelas VII: Studi Kuasi Eksperimen di SMPIT Al Amri

Authors

  • Naufal Hilmi Al Fikri Magister Pendidikan Agama Islam, Institut Ahmad Dahlan Probolinggo Author
  • Romiyati Magister Pendidikan Agama Islam, Institut Ahmad Dahlan Probolinggo Author
  • Arif Setiawan Alfiyanto Magister Pendidikan Agama Islam, Institut Ahmad Dahlan Probolinggo Author

DOI:

https://doi.org/10.64540/csn3cz93

Keywords:

Learning Media, Snake And Ladders, Learning Motivation, Quasi-Experimental Study

Abstract

His study aims to examine the effectiveness of using snake and ladders game-based learning media in improving students’ learning motivation at SMPIT Al Amri. The research employed a quantitative approach with a quasi-experimental design. The population consisted of all seventh-grade students of SMPIT Al Amri, totaling 25 students, and the sampling technique used was total sampling. The research instrument was a learning motivation questionnaire based on a five-point Likert scale, which had been tested for validity and reliability. Data analysis was conducted using prerequisite tests, including the Shapiro–Wilk normality test and Levene’s homogeneity test, followed by hypothesis testing using the Independent Samples t-Test with the assistance of SPSS software. The results of the validity test showed that 15 out of 20 questionnaire items were valid, while the reliability test yielded a Cronbach’s Alpha coefficient of 0.797, indicating that the instrument was reliable. The normality test results indicated that the data were normally distributed, and the homogeneity test confirmed that the variances between groups were homogeneous. The hypothesis testing results revealed a significance value of Sig. (2-tailed) = 0.000 (p < 0.05) with a mean differ ence of 21.094, indicating a significant difference in learning motivation between the experimental group and the control group. The findings demonstrate that students who learned using the snake and ladders game-based media had higher learning motivation compared to those who received conventional instruction. Based on these findings, it can be concluded that snake and ladders game-based learning media is effective in enhancing students’ learning motivation, particularly at the junior secondary school level.

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Wahyudi, & Anugraheni, I. (2017). Strategi Pembelajaran Berbasis Permainan. Jurnal Pendidikan.

Analisis, P., & Dan, K. (2022). Penggunaan analisis konten dan analisis tematik.

Azwar, S. (2017). Reliabilitas dan Validitas. Pustaka Pelajar.

Ghozali, I. (2018). Aplikasi Analisis Multivariate dengan Program SPSS. Badan Penerbit Universitas Diponegoro.

Li, Y., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72(1), 65–92. https://doi.org/10.1007/s11423-023-10337-7

Nunnally, J. C. (1978). Psychometric Theory. McGraw-Hill.

Pratiwi, & al., et. (2020). Pengaruh Media Permainan terhadap Motivasi Belajar. Jurnal Pendidikan Dasar.

Rahmi, I., Rimenda, T., & Ariyanti, T. D. (2024). Gamification as a strategy to increase students’ motivation and engagement: A scoping review evidence. Journal of Education and Learning, 13(2), 243–252. https://doi.org/10.5539/jel.v13n2p243

Sugiyono. (2022). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.

Suryani, & Agung, L. (2021). Media Pembelajaran dan Motivasi Belajar Siswa. Jurnal Pendidikan.

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Wahyudi, & Anugraheni, I. (2017). Strategi Pembelajaran Berbasis Permainan. Jurnal Pendidikan.

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Published

2026-02-27