Abstract
The purpose of this research is to provide information related to the impact of the use of educational game learning media, especially in crossword games on the results of the minimum literacy competency assessment of students in grade V elementary school. This study used a quantitative research method pre-experimental design type one group pretest-posttest. Sampling used a random sampling technique, where the number of samples in the study were 30 students, consisting of 15 students in class 5A and 15 students in class 5B. In calculating the research prerequisite analysis data using the Kolmogorov-Smirnov normality test, and paired sample t-test. The results of hypothesis calculations using the paired sample-t test stated the value of Sig. (2-tailed) of 0.005 <0.05, then Ho is rejected and Ha is accepted. So it can be concluded that there is an average difference between the results of the pre-test and post-test minimum competency assessments, which means that there is influence in the use of online crossword educational games as learning media in improving the results of the literacy minimum competency assessment for 5th grade students at SDN Cibeuteung Muara 02.AbstrakTujuan dari penelitian ini ialah untuk memberikan informasi terkait adanya dampak dari penggunaan media pembelajaran permainan edukasi khususnya pada permainan teka-teki silang terhadap hasil AKM Literasi siswa pada kelas V sekolah dasar. Penelitian ini menggunakan metode penelitian kuantitatif pre-experimental design tipe one group pretest-posttest. Pengambilan sampel menggunakan teknik random sampling, dimana banyaknya sampel pada penelitian sebanyak 30 orang siswa, yang terdiri dari 15 orang siswa kelas 5A dan 15 orang siswa kelas 5B. Dalam perhitungan data analisis prasyarat penelitian menggunakan uji normalitas Kolmogorov-Smirnov, dan uji paired sample t-test. Hasil perhitungan hipotesis menggunakan uji paired sample-t test dinyatakan nilai Sig. (2-tailed) sebesar 0.005 < 0.05, maka Ho ditolak dan Ha diterima. Sehingga dapat disimpulkan bahwa ada perbedaan rata-rata antara hasil AKM Literasi prates dengan pascates, yang artinya terdapat pengaruh dalam penggunaan media pembelajaran permainan edukatif TTS daring dalam meningkatkan hasil AKM Literasi siswa kelas 5 SDN Cibeuteung Muara 02.
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