Skripsi
Gamification integration in problem based learning to improve junior high school student’s problem solving / IKMALUL ISTIQOMAH
Abstrak
The focus of this study was to improve students problem solving skills in the material of excretory system disorders with a gamification approach in PBL. This quantitative study used an experimental method of the quasi-experimental non-equivalent control group design. The population in this study were grade VIII students of one of the state Junior High Schools in Malang City in the 2024/2025 Academic Year. The problem solving indicators are 1) Identifying Problems 2) Designing Strategies 3) Implementing Strategies 4)Look back. The instrument used in this study was an essay test of students problem solving skills consisting of 10 questions that had been validated in terms of scientific content constructs and language as well as empirically with a pretest reliability of 0 847 and a posttest of 0 816 in the high and reliable category. Data analysis in this study were normality and homogenity tests independent sample tests paired sample tests and N-Gain. The results of the independent sample test analysis showed a significance value of 0 000 meaning that there was a significant difference between the control and experimental classes. The calculation result of the average gain score of the PBL class is 0 212 (low) and the average gain score of the G-PBL class is 0 585 (medium). So it is concluded that gamification in PBL has an effect on improving the problem solving students ability.