Gimkit-Based Learning Model on the Learning Outcomes of Akidah Akhlak of Class VIII Students of MTs Nurul Islam Sekarbela Mataram

Authors

  • Aisyah Universitas Islam Negeri Mataram, Indonesia
  • Muhammad Bayu Lutfi Universitas Islam Negeri Mataram, Indonesia

DOI:

https://doi.org/10.24256/iqro.v8i3.7972

Keywords:

Game-Based Learning , Akidah and Ethics, Learning Outcomes

Abstract

Student learning outcomes, particularly in the subject of Akidah Akhlak, need to be improved by applying more varied and non-monotonous learning models. One such model that can be implemented is the game-based learning model. The aim of this study is to determine the effect of the game-based learning model on the learning outcomes in Akidah Akhlak among eighth-grade students of MTs Nurul Islam Sekarbela Mataram in the 2024/2025 academic year. This research uses a quantitative approach with a quasi-experimental type. The research design employed is a pretest-posttest control-group design. The study was conducted by comparing two classes: a control class and an experimental class. The sample was selected using the cluster random sampling technique, with a total of 62 students in both the control and experimental groups. Data were collected using a multiple-choice test consisting of 25 questions. Final data analysis was performed using independent sample t-test at a significance level of 5% (0.05). Based on the results of the hypothesis test, the obtained significance value (2-tailed) was 0.009, which is smaller than 0.05 (0.009 < 0.05). This means that H is accepted and H is rejected, indicating that there is a significant effect of the game-based learning model on the Akidah Akhlak learning outcomes of eighth-grade students at MTs Nurul Islam Sekarbela Mataram in the 2024/2025 academic year.

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Published

2025-12-01

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