Pengaruh Model Flipped Classroom Berbantu Gamifikasi terhadap Motivasi Belajar Materi Laporan Keuangan Siswa Akuntansi dan Keuangan Lembaga

Nayya Faqda Iksaniya, Jaryanto Jaryanto

Abstract


Penelitian ini bertujuan untuk menguji pengaruh model flipped classroom berbantu gamifikasi terhadap motivasi belajar materi laporan keuangan siswa SMKN 1 Banyudono. Penelitian ini termasuk penelitian eksperimen dengan desain pretest-posttest control group design. Populasi dalam penelitian ini adalah seluruh siswa kelas XI Akuntansi di SMK N 1 Banyudono. Teknik pengambilan sampel yang digunakan dalam penelitian adalah cluster random sampling. Sampel yang digunakan dalam penelitian terdiri dari 33 siswa dari kelas XI AKL 2 sebagai kelompok eksperimen yang menerapkan model flipped classroom berbantu gamifikasi dan 35 siswa dari kelas XI AKL 1 sebagai kelompok kontrol yang menerapkan metode ceramah. Teknik pengumpulan data dengan kuesioner motivasi belajar, observasi, dan dokumentasi. Uji prasyarat analisis menggunakan uji normalitas Kolmogorov-Smirnov dan uji homogenitas Levene Statistic. Analisis data menggunakan uji Independent Sample T-Test dan uji Paired Sample T-Test dengan taraf signifikan 0,05 berbantu program SPSS versi 29. Berdasarkan hasil penelitian dapat disimpulkan bahwa terdapat pengaruh model flipped classroom berbantu gamifikasi terhadap motivasi belajar materi laporan keuangan siswa SMKN 1 Banyudono. Hal ini dapat dilihat dari hasil uji t yang menunjukkan nilai signifikansi kurang dari 0,05 yaitu sebesar <0,001.


Keywords


flipped classroom berbantu gamifikasi, motivasi belajar, laporan keuangan

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References


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DOI: https://doi.org/10.31004/edukatif.v6i2.6417

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