Thesis
Published
THE EFFECT OF SERIOUS BOARD GAME LEARNING MEDIA ON FIQH LEARNING OUTCOMES OF ASSALAAM ISLAMIC BOARDING SCHOOL STUDENTS, SOLO.
Abstract
ABSTRACT
The Effect of Serious Board Game Learning Media on Fiqh Learning Outcomes of As-salaam Islamic Boarding School Students, Solo.
Sri Ayu Diah Meylisa Putri
422021113146
Education has an important role in shaping the character and intelligence of students, including in religious aspects. In Islamic education, the subject of fiqh is one of the main pillars in guiding students to understand Islamic laws relating to worship and muamalah. However, fiqh learning in schools often experiences obstacles, such as monotonous teaching methods and lack of practical application, resulting in low student understanding. In Pondok Pesantren Modern As-Salam, Solo, the dominant lecture method causes students to be less enthusiastic, tend to be passive, and have difficulty in understanding fiqh material. This has an impact on low learning outcomes, with an average score below the Minimum Completion Criteria (KKM). To overcome this problem, innovation is needed in learning methods that can increase student involvement in an active and fun way. One alternative offered is the use of serious board game media, which not only provides an interactive learning experience but also allows students to internalize fiqh concepts through simulations and game strategies.
The purpose of this study was to determine the effect of Serious Board Game learning media on fiqh learning outcomes in grade 8 of Asssalaam Islamic Boarding School, Solo.
This research was conducted using a research method with a quantitative approach of experimental type with a nonequivalent control group design. The population in this study were Assalaam Islamic Boarding School students, with a total of 290 students with a sample of 50. The sampling technique in this study used purposive sampling or non-probability sampling research techniques. The data collection method in this study was a test to obtain data on student learning outcomes, and the documentation method to obtain data about the research site. The data analysis is descriptive analysis, prerequisite tests with normality and homogeneity tests, and hypothesis testing using the mann-whitney test with SPSS 25.
From this study it is concluded that there are differences in the learning outcomes of experimental class students who use serious board game learning media, as evidenced by the test formula acquisition value of sig (-2 Tailed) 0.047 <0.05 and the average value of learning outcomes of 82 is greater than the control class with an average value of 72.8 learning outcomes. So the serious board game learning media on fiqh material is proven to have an effect on student fiqh learning outcomes.
Based on the conclusion, the researcher provides several suggestions: (1) It is suggested that the serious board game media can be considered as an alternative to fiqh learning by adjusting the material and achievement indicators. (2) For school principals, it is hoped that they can utilize the results of this study to improve the quality of education and the quality of educators and students.
Keywords: Serious Board Game Learning Media, Learning Outcomes, Fiqh Education, Experimental
Publication Details
InstitutionUniversitas Darussalam Gontor
DepartmentPendidikan Agama Islam
SubjectsL Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
KeywordsKeywords: Serious Board Game Learning Media, Learning Outcomes, Fiqh Education, Experimental
Item ID7204
Deposited22 Apr 2025 01:36