Impact of Game-Based Learning Media in Improving Learning Outcomes of High School Students at Sekolah Indonesia Kota Kinabalu
DOI:
10.33395/jmp.v15i3.16916Keywords:
Game-Based Learning Media, Learning Outcomes, High School Students, Information And Communication Technology (ICT), DigitizationAbstract
This study focuses on the Information and Communication Technology (ICT) learning outcomes of high school students at Sekolah Indonesia Kota Kinabalu. The researcher employed a one-group pretest-posttest approach. A total of 33 students from class XB participated in the study, selected using a purposive sampling technique. The research instrument consisted of 20 cognitive test items administered before and after the intervention. To evaluate the effectiveness of the change in learning outcomes, the Wilcoxon test and N-gain test were used, given that the data were not normally distributed. The data showed that the students' average score increased from 46.36 on the pretest to 71.06 on the posttest. The Wilcoxon test result of 0.00 (<0.05) provides strong evidence that the use of game-based learning tools can improve student learning outcomes. The high effectiveness of the game-based learning materials was confirmed by an N-gain score of 0.83 (or 83.33%), indicating an improvement in ICT learning outcomes among the high school students at Sekolah Indonesia Kota Kinabalu.
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