Aug 2026· Jurnal Kajian Ilmu dan Teknologi (JKIT)· Vol 3, pp. 1-8· 0 citations· 22 references
TL;DR
The results of the study indicate that the implementation of the Blooket game as a digital medium in science learning in the 10th-grade classes at MA NU Yosowinangun is effective and the Blooket interactive media learning model has an effect on learning outcomes.
Abstract
This study aims to determine the effect of using the Blooket game as a digital medium on science learning in the 10th-grade class at MA NU Yosowinangun. The research method used was descriptive qualitative, with the research subjects being 10th-grade students at MA NU Yosowinangun. Data collection techniques included questionnaires, tests, and documentation. Questionnaires containing 25 questions and 23 test items were distributed to 32 students in Class X2. Class X1, serving as the experimental group with 30 students, received 20 questionnaires and 20 test items. The results of the study indicate that the implementation of the Blooket game as a digital medium in science learning in the 10th-grade classes at MA NU Yosowinangun is effective. To confirm the significance of this effect, a simple linear regression test and a t-test were conducted, where the simple linear regression test revealed a constant value of 12.075 for the unstandardized coefficient. This constant value indicates that when the Blooket Interactive Media variable and learning outcomes are 0.092, the regression coefficient is positive; thus, it can be concluded that the Blooket interactive media learning model has an effect on learning outcomes. Furthermore, the results of the t-test—specifically the (partial) t-test—indicate that the significance level for the Blooket Interactive Media variable (X) regarding learning outcomes (Y) is 0.017 < 0.05, and the calculated t-value of 2.545 is greater than the critical t-value of 2.048. Therefore, H₀₁ is rejected, and H₁ is accepted.
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