eprintid: 70695 rev_number: 10 eprint_status: archive userid: 12460 dir: disk0/00/07/06/95 datestamp: 2025-04-10 03:44:56 lastmod: 2025-04-10 03:44:56 status_changed: 2025-04-10 03:44:56 type: thesis metadata_visibility: show contact_email: muh.khabib@uin-suka.ac.id creators_name: Lutfina Aribah, NIM.: 23204011009 title: STUDI KOMPARASI PENERAPAN METODE ROLE PLAYING, METODE EDUTAINMENT DAN METODE KONVENSIONAL TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM DI MIN 2 SLEMAN YOGYAKARTA ispublished: pub subjects: 371.36 divisions: pa_i full_text_status: restricted keywords: Role Playing, Edutainment, Hasil Belajar, Sejarah Kebudayaan Islam note: Dr. Siti Fatonah, M.Pd abstract: This research is motivated by the importance of applying innovative learning methods to improve student learning outcomes, especially in the material of Religion and Beliefs of the Arab community before the arrival of Islam. The role playing and edutainment methods were chosen because both are believed to create a more interactive and fun learning atmosphere. A more active approach, both methods are expected to stimulate student involvement in the learning process. In contrast to conventional methods that focus more on lectures and memorization, these innovative methods offer a more thorough and enjoyable learning experience. The application of role playing and edutainment methods is expected to have a significant positive impact on student learning outcomes, so that students not only memorize material, but also understand and apply the concepts learned in a more creative and effective way. This study aims to examine the comparison of the application of three different learning methods Role Playing, Edutainment, and Conventional on student learning outcomes in the subject of Islamic Cultural History in class 3 MIN 2 Sleman Yogyakarta. This study uses a quantitative approach in three classes with different learning methods. Data collection was carried out through learning outcome tests, questionnaires, observations, and documentation. Data analysis techniques used include descriptive analysis, classical assumption tests, and hypothesis tests with t-tests and ANOVA as a comparison of the three methods simultaneously using SPSS software version 25. The results of this study indicate that: the t-test results show a significance value of 0.930, which means there is no significant difference between the learning outcomes of the Role Playing group and the Edutainment group. The average learning outcomes of both groups were similar with a mean difference of -0.045. However, when compared to the conventional method, both Role Playing and Edutainment methods showed better learning outcomes. This is supported by the results of the previous t-test which showed that both methods each had significant differences compared to the conventional method, with a higher average learning outcome, so both Role Playing and Edutainment methods were equally effective in improving learning outcomes compared to the conventional method, although there was no significant difference between the two (Role Playing and Edutainment methods). date: 2025-03-06 date_type: published pages: 220 institution: UIN SUNAN KALIJAGA YOGYAKARTA department: FAKULTAS ILMU TARBIYAH DAN KEGURUAN thesis_type: masters thesis_name: other citation: Lutfina Aribah, NIM.: 23204011009 (2025) STUDI KOMPARASI PENERAPAN METODE ROLE PLAYING, METODE EDUTAINMENT DAN METODE KONVENSIONAL TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM DI MIN 2 SLEMAN YOGYAKARTA. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA. document_url: https://digilib.uin-suka.ac.id/id/eprint/70695/1/23204011009_BAB-I_IV-atau-V_DAFTAR-PUSTAKA.pdf document_url: https://digilib.uin-suka.ac.id/id/eprint/70695/2/23204011009_BAB-II_sampai_SEBELUM-BAB-TERAKHIR.pdf