PENGARUH MODEL MAKE A MATCH BERBASIS GAME BINGO TERHADAP HASIL BELAJAR MEMBEDAKAN FAKTA DAN OPINI PADA SISWA KELAS IV SDN 2 TOBOALI
Abstract
This study investigates the impact of the Make A Match learning model, based on the Bingo Game, on fourth-grade students' proficiency in distinguishing facts from opinions at SDN 2 Toboali. Motivated by observed deficiencies in learning outcomes in Indonesian language instruction and students' difficulties in comprehending factual and opinion-based material, the research aims to evaluate the effectiveness of this pedagogical approach. An experimental approach was employed, utilizing a quasi-experimental design with a Nonequivalent Control Group Design. The sample comprised 41 fourth-grade students at SDN 2 Toboali, selected through purposive sampling. The experimental class included 22 students, while the control class consisted of 19 students. Data were collected using a 10-item essay test. Data analysis involved the Shapiro-Wilk normality test, Levene's test of homogeneity, and the independent-samples t-test using IBM SPSS version 26.0. The results indicated that the data were normally distributed, as pretest and posttest significance values for both classes exceeded 0.05. The homogeneity test demonstrated that the data were homogeneous, with pretest and posttest significance values of 0.179 and 0.848, respectively, both greater than 0.05. The hypothesis test using the independent-samples t-test yielded a Sig. (2-tailed) value of 0.018, which is less than 0.05, leading to the rejection of Ho and acceptance of Ha. These findings indicate that the Make A Match model based on the Bingo Game significantly influences learning outcomes in distinguishing facts and opinions among fourth-grade students at SDN 2 Toboali.
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