EFEKTIVITAS GAME MONOPOLI PEMBELAJARAN IPS TERHADAP PSYCHOLOGY WELLBEING DAN PENGETAHUAN SISWA KELAS VI

Rahmah Zaqiyatul Munawaroh, NIM.: 20204082011 (2022) EFEKTIVITAS GAME MONOPOLI PEMBELAJARAN IPS TERHADAP PSYCHOLOGY WELLBEING DAN PENGETAHUAN SISWA KELAS VI. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

In today's evolving digital era, learning media is becoming an important learning aid. Learning media that is not innovative will hinder the learning process of students, especially in increasing students' knowledge and psychology wellbeing. This research was conducted at SDIT Al-Hikmah Bekasi in grade VI students to answer the formulation of the problem formulated. First, the level of psychology wellbeing possessed by grade VI students of SDIT Al-Hikmah. Second, the knowledge of grade VI students of SDIT Al-Hikmah. Third, factors that influence the psychology wellbeing of grade VI students of SDIT Al-Hikmah. Fourth, the effectiveness of the use of social studies learning monopoly games on the knowledge of students VI SDIT Al-Hikmah. This type of research uses a mix method with an explanatory sequential type. Data collection techniques use questionnaires, multiple-choice tests, interviews, and documentation. Data sources are primary data from test sheets and questionnaires as well as secondary data from documentation. Quantitative data analysis is carried out by calculating descriptive statistics and t-tests. Meanwhile, qualitative data analysis uses data reduction, data presentation, and conclusion drawing. The results showed: 1) The level of psychology wellbeing of grade VI students of SDIT Al-Hikmah is known to be 6 students in the high category, 45 students with moderate psychology wellbeing catechism, 5 students in the low psychology wellbeing category; 2) The level of knowledge of grade VI students of SDIT Al-Hikmah is known to be 12 students in the high category, 35 students are in the medium category, 9 students are in the low category; 3) From the data of the table obtained, it is known that the value of sig. is 0.000 < 0.05, then it can be concluded that the use of monopoly games experienced a significant difference between the results of psychology wellbeing and the knowledge of students assisted by monopoly games and not assisted monopoly games, the difference in signification showed an increase so that the use of monopoly games was said to be effective in improving psychology wellbeing and student knowledge; 4) There are 2 factors that influence the improvement of psychology wellbeing and knowledge of grade VI students of SDIT Al-Hikmah, namely the factor of education in schools and parental parenting.

Item Type: Thesis (Masters)
Additional Information: Pembimbing: Dr. Sigit Purnama, M.Pd.
Uncontrolled Keywords: Game Monopoli, Psychology Wellbeing, Pengetahuan Sosial
Subjects: Pendidikan > Evaluasi Pendidikan
Ilmu Sosial
Pendidikan > Media Pembelajaran
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah (S2)
Depositing User: Muh Khabib, SIP.
Date Deposited: 13 Feb 2023 08:53
Last Modified: 13 Feb 2023 08:53
URI: http://digilib.uin-suka.ac.id/id/eprint/56122

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