The Influence of Game-Based Learning Media on Students' Motivation and Understanding of Programming

Indra Maulana, Nurhadiansyah Nurhadiansyah, Naufal Fidha Sulaeman

Abstract


This study examines the impact of the SoloLearn online learning platform on students' motivation and understanding of programming in a high school context. The research instruments included a programming comprehension test (pre-test and post-test), a Likert-scale-based learning motivation questionnaire, and an observation sheet for student engagement. All instruments were validated by subject matter experts and tested for reliability, with the motivation questionnaire yielding a Cronbach's Alpha value of 0.927, indicating high internal consistency. The study employed a quasi-experimental design with a pretest-posttest approach involving experimental and control groups. The participants were 11th-grade students selected through purposive sampling. The findings revealed that the experimental group, which used SoloLearn, demonstrated significantly greater motivation and comprehension improvements than the control group. An independent samples t-test indicated a statistically significant difference in post-test scores between the groups, with a p-value of 0.000 and a mean difference of 23.78. These results suggest that SoloLearn is an effective educational tool for enhancing programming instruction and aligns well with the principles of the Merdeka Curriculum.

Keywords


Algorithms; Gamification; Learning motivation; Merdeka Curriculum; Programming

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DOI: https://doi.org/10.20527/jmscedu.v5i1.15131

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Journal Of Mathematics Science and Computer Education is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.