Anita Febriana
Universitas Islam Negeri Raden Intan Lampung

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The Effectiveness of Problem Based Learning aided by Gamification Teaching Materials on Students' Mathematical Problem Solving Ability Riyama Ambarwati; Anita Febriana; Bambang Sri Anggoro; Rizki Wahyu Yunian Putra
Jurnal Pendidikan MIPA Vol 23, No 3 (2022): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract

Abstract The low mathematical problem solving ability of junior high school students in Pringsewu, Lampung, Indonesia is because students understand the explanations given by the teacher and are less active during the learning process. The study was conducted to determine the differences in problem solving of students who follow the learning process using the PBL model using gamification teaching materials. The research uses quantitative methods with a quasi-experimental design type of research. The population used is junior high school students in Pringsewu, Lampung, Indonesia. The research sample used cluster random sampling technique. The data analysis used was one-way ANOVA analysis of variance with a significance level of 5 percent using SPSS which obtained a value of sig. less than 0.05 so H0 is rejected, this indicates that there is an effect. After conducting a further test in the form of a Scheffe test, it can be concluded that there is an effect of the PBL learning model using gamification teaching materials on students' mathematical problem solving abilities. Keywords problem based learning, gamification, mathematical problem solving ability. Abstrak Rendahnya kemampuan pemecahan masalah matematis siswa SMP di Pringsewu, Lampung, Indonesia dikarenakan siswa kurang memahami penjelasan yang guru berikan serta siswa kurang aktif saat proses pembelajaran. Penelitian dilakukan untuk mengetahui adanya perbedaan kemampuan pemecahan masalah matematis siswa yang mengikuti proses pembelajaran dengan menggunakan model PBL menggunakan bahan ajar gamifikasi. Penelitian menggunakan metode kuantitatif dengan jenis penelitian quasy eksperimen design. Populasi yang digunakan yaitu siswa SMP di Pringsewu, Lampung, Indonesia. Sampel penelitian menggunakan teknik cluster random sampling. Analisis data yang digunakan adalah analisis variansi anova satu jalan dengan taraf signifikansi sebesar 5 persen dengan menggunakan SPSS yang memperoleh nilai sebesar sig. kurang dari 0.05 sehingga H0 ditolak, hal ini menunjukkan bahwa terdapat pengaruh. Setelah melakukan uji lanjut berupa uji scheffe dapat diambil kesimpulan bahwa adanya pengaruh model pembelajaran PBL menggunakan bahan ajar gamifikasi terhadap kemampuan pemecahan masalah matematis siswa. Kata kunci: pembelajaran berbasis masalah, gamifikasi, kemampuan pemecahan masalah matematis. DOI: http://dx.doi.org/10.23960/jpmipa/v23i3.pp1278-1285