Perbedaan motivasi belajar IPA antara siswa laki-laki dan perempuan melalui media papan permainan berbantuan kartu AR

Sigit Dwi Saputro, Naelur Rohmah, Riki Yakub, Fajar Agung Nugroho

Abstract

Motivasi belajar merupakan faktor penting dalam keberhasilan pembelajaran sains, namun mata pelajaran IPA masih kurang diminati oleh sebagian siswa. Penelitian ini bertujuan menganalisis perbedaan motivasi belajar antara siswa laki-laki dan perempuan setelah mengikuti pembelajaran IPA menggunakan media papan permainan berbantuan kartu Augmented Reality (AR). Penelitian menggunakan desain kuasi-eksperimen tipe one-group posttest-only. Subjek penelitian meliputi 37 siswa kelas VIII di SMPN 1 Kwanyar, terdiri atas 17 siswa laki-laki dan 20 siswa perempuan. Instrumen penelitian berupa angket motivasi belajar dengan 17 pernyataan positif yang diberikan setelah pembelajaran. Analisis menggunakan uji perbandingan rata-rata pada IBM SPSS. Hasil menunjukkan nilai signifikansi 0,02 < 0,05, sehingga terdapat perbedaan signifikan antara motivasi belajar siswa laki-laki dan perempuan. Skor rata-rata motivasi siswa perempuan adalah 88,7, lebih tinggi dibandingkan siswa laki-laki sebesar 80,6. Temuan ini menegaskan efektivitas media AR dalam memunculkan variasi respons motivasi berdasarkan gender.

 

Gender differences in science learning motivation through board games supported by AR cards

 

Abstract: Learning motivation plays a crucial role in the success of science education, yet science subjects often remain less appealing to students. This study aims to examine gender differences in learning motivation following the use of a board game supported by Augmented Reality (AR) cards in a science lesson. A quasi-experimental one-group posttest-only design was employed. The participants consisted of 37 eighth-grade students at SMPN 1 Kwanyar, including 17 male and 20 female students. A motivation questionnaire with 17 positive statements was administered after the learning activity. Data were analyzed using an independent mean comparison test in IBM SPSS. The results revealed a significance value of 0.02 < 0.05, indicating a significant difference in learning motivation between male and female students. Female students scored higher, with an average of 88.7, compared to 80.6 for male students. These findings highlight the potential of AR-supported board games in eliciting varied motivational responses across genders.

Keywords

Permainan Papan; Kartu Realitas Augmentasi; Motivasi Belajar; Pendidikan Sains

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