Integrasi Gamifikasi dan Video Animasi dalam Model Problem Based Learning terhadap Peningkatan Kemampuan Spasial Siswa

Authors

  • Dewi Satria Ahmar Department of Chemistry Education, Universitas Tadulako
  • Muhammad Fath Azzajjad Chemistry Education S-1 Study Program, FKIP, Universitas Sembilanbelas November Kolaka

DOI:

https://doi.org/10.47945/search.v4i`1.1930

Keywords:

Kemampuan spasial, gamifikasi, video animasi, Problem Based Learning

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan gamifikasi dan video animasi dalam model Problem Based Learning (PBL) terhadap kemampuan spasial siswa pada materi ikatan kimia. Metode penelitian yang digunakan adalah kuantitatif dengan desain eksperimen semu (quasi-experiment) menggunakan Nonequivalent Control Group Design. Subjek penelitian terdiri dari dua kelas XI di salah satu SMA Negeri 1 Sindue Tobata, yaitu kelas XI IPA 1 sebagai kelas eksperimen (33 siswa) dan XI IPA 2 sebagai kelas kontrol (32 siswa), yang dipilih menggunakan teknik purposive sampling. Instrumen yang digunakan adalah tes kemampuan spasial yang diberikan sebelum (pretest) dan sesudah (posttest) perlakuan. Hasil uji-t independen menunjukkan adanya perbedaan yang signifikan antara kelompok eksperimen dan kontrol (p < 0,001), di mana kelompok eksperimen memperoleh peningkatan kemampuan spasial yang lebih tinggi. Temuan ini menunjukkan bahwa integrasi gamifikasi dan video animasi dalam model PBL efektif dalam meningkatkan kemampuan spasial siswa. Penelitian ini merekomendasikan penerapan pendekatan pembelajaran inovatif berbasis teknologi untuk mendukung pengembangan keterampilan kognitif siswa, khususnya dalam memahami konsep-konsep abstrak dalam kimia.

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Published

2025-10-23

How to Cite

Ahmar, D. S., & Azzajjad, M. F. (2025). Integrasi Gamifikasi dan Video Animasi dalam Model Problem Based Learning terhadap Peningkatan Kemampuan Spasial Siswa. SEARCH: Science Education Research Journal, 4(`1), 1–10. https://doi.org/10.47945/search.v4i`1.1930