<mods:mods version="3.3" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mods:titleInfo><mods:title>EFEKTIVITAS MODEL PEMBELAJARAN GAME BASED LEARNING (GBL) BERBANTUAN QUIZWHIZZER TERHADAP KEMANDIRIAN BELAJAR DAN PEMAHAMAN KONSEP IPS SISWA KELAS IV SD IT BINA INSAN BATANG KUIS DELI SERDANG SUMATERA UTARA</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 24204081024</mods:namePart><mods:namePart type="family">Syifa Syafriani Simatupang</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>This study was motivated by the relatively low levels of students' learning&#13;
independence and conceptual understanding in Social Studies. This condition was&#13;
indicated by students' lack of initiative in learning, dependence on teachers, and&#13;
limited ability to understand concepts in depth. Therefore, a learning model that can&#13;
create an active, interactive, and enjoyable learning environment is needed, one of&#13;
which is the Game Based Learning (GBL) model assisted by QuizWhizzer. This&#13;
study aims to examine the effectiveness of the Game Based Learning (GBL) model&#13;
assisted by QuizWhizzer on the learning independence and Social Studies&#13;
conceptual understanding of fourth-grade students.&#13;
This study employed a quantitative approach with a quasi-experimental method.&#13;
The population consisted of all fourth-grade students, with a sample of 50 students.&#13;
Data were collected using a validated learning independence questionnaire and a&#13;
conceptual understanding test. Data analysis was conducted using normality tests,&#13;
homogeneity tests, an independent samples t-test, and an N-gain test.&#13;
The results showed that: first, the Game Based Learning (GBL) model assisted by&#13;
QuizWhizzer was moderately effective in improving students' learning&#13;
independence, as indicated by a Sig. (2-tailed) value of &lt; 0.001 and an N-gain score&#13;
of 60.71%. Second, the Game Based Learning (GBL) model assisted by&#13;
QuizWhizzer was moderately effective in improving students' Social Studies&#13;
conceptual understanding, as indicated by a Sig. (2-tailed) value of &lt; 0.001 and an&#13;
N-gain score of 61.17%. Thus, the Game Based Learning (GBL) model assisted by&#13;
QuizWhizzer was moderately effective in improving the learning independence and&#13;
Social Studies conceptual understanding of fourth-grade students.</mods:abstract><mods:classification authority="lcc">371.36 Metode Pengajaran, Metode Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-08-13</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;FAKULTAS ILMU TARBIYAH DAN KEGURUAN</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mods:mods>