Universitas Syiah Kuala | ELECTRONIC THESES AND DISSERTATION

Electronic Theses and Dissertation

Universitas Syiah Kuala

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NANDA FEBY SUSIANA, PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN MATH PUZZLE GAME TERHADAP HASIL BELAJAR SISWA PADA MATERI PECAHAN SENILAI DI KELAS IV SD NEGERI LAMSAYUEN KABUPATEN ACEH BESAR. Banda Aceh Fakultas KIP Pendidikan Guru Sekolah Dasar,2026

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman siswa terhadap materi pecahan senilai yang bersifat abstrak serta belum optimalnya penggunaan media pembelajaran konkret di sekolah dasar. penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran math puzzle game terhadap hasil belajar siswa. metode yang digunakan adalah pendekatan kuantitatif dengan jenis quasi experiment menggunakan desain nonequivalent control group design. populasi penelitian berjumlah 43 siswa, dengan sampel terdiri dari 22 siswa pada kelas eksperimen dan 21 siswa pada kelas kontrol. teknik pengumpulan data menggunakan pretest dan posttest dalam bentuk soal uraian sebanyak 10 butir soal, sedangkan analisis data menggunakan uji independent sample t-test dengan bantuan ibm spss statistics ver 31. hasil penelitian menunjukkan bahwa rata-rata n-gain score kelas eksperimen sebesar 0,6534 lebih tinggi dibandingkan kelas kontrol sebesar 0,5049. hasil uji hipotesis menggunakan uji independent sample t-test menunjukkan bahwa nilai sig. (2-tailed) sebesar 0,007 < 0,05 sehingga ha diterima dan ho ditolak. dengan demikian, dapat disimpulkan bahwa penggunaan media pembelajaran math puzzle game berpengaruh terhadap hasil belajar siswa pada materi pecahan senilai di kelas iv sd negeri lamsayuen kabupaten aceh besar.



Abstract

This study was motivated by students’ limited understanding of the abstract concept of equivalent fractions and the suboptimal use of concrete learning media in elementary schools. The study aimed to determine the effect of using math puzzle games as learning media on students’ learning outcomes. The research employed a quantitative approach using a quasi-experimental design with a nonequivalent control group. The study population consisted of 43 students, with a sample comprising 22 students in the experimental class and 21 students in the control class. Data collection techniques involved pretests and posttests in the form of 10 open-ended questions, while data analysis utilized an independent samples t-test with the assistance of IBM SPSS Statistics Version 31. The results of the study indicate that the average N-Gain score for the experimental class was 0.6534, which is higher than that of the control class at 0.5049. The results of the hypothesis test using the independent samples t-test showed that the Sig. (2-tailed) value was 0.007 < 0.05; therefore, the alternative hypothesis (Ha) was accepted and the null hypothesis (Ho) was rejected. Thus, it can be concluded that the use of the math puzzle game learning medium has an effect on student learning outcomes regarding equivalent fractions in the fourth grade at Lamsayuen Public Elementary School, Aceh Besar Regency.



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