Efektivitas Model Game Based Learning (GBL) dengan Media Blooket terhadap Hasil Belajar Siswa SMP
DOI:
10.29303/jcar.v8i1.13304Published:
2026-02-24Downloads
Abstract
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game Based Learning (GBL) berbantuan Blooket terhadap hasil belajar siswa pada materi Jaringan Komputer dan Internet di kelas VII SMPN Satu Atap 1 Jatiagung. Permasalahan penelitian ini berawal dari rendahnya hasil belajar siswa yang disebabkan oleh kurangnya variasi metode pembelajaran dan minimnya penggunaan media digital yang menarik serta interaktif. Model Game Based Learning (GBL) berbantuan Blooket diharapkan dapat memberikan pengalaman belajar yang menyenangkan, menumbuhkan motivasi, serta meningkatkan pemahaman siswa terhadap materi pelajaran.
Penelitian ini menggunakan metode kuasi eksperimen dengan desain pretest-posttest control group design. Populasi penelitian adalah seluruh siswa kelas VII SMPN Satu Atap 1 Jatiagung tahun pelajaran 2024/2025. Sampel terdiri dari dua kelas, yaitu kelas VIIA sebagai kelas kontrol yang menggunakan pembelajaran konvensional, dan kelas VIIB sebagai kelas eksperimen yang mendapatkan perlakuan dengan model Game Based Learning berbantuan Blooket. Instrumen penelitian berupa tes hasil belajar pilihan ganda yang diberikan sebelum (pretest) dan sesudah pembelajaran (posttest).
Hasil penelitian menunjukkan bahwa rata-rata N-Gain kelas eksperimen sebesar 0,6127 (kategori sedang), sedangkan kelas kontrol sebesar 0,2745 (kategori rendah).Dengan demikian, penggunaan Blooket dalam pembelajaran Informatika dapat menjadi inovasi efektif untuk menciptakan proses belajar yang aktif, interaktif, menyenangkan, dan berpusat pada siswa.
Keywords:
Blooket Hasil Belajar Jaringan komputer dan internet Game Based Learning (GBL)References
Febriana, N., & Pujosusanto, A. (2023). Pengembangan latihan soal keterampilan membaca bahasa Jerman kelas XI SMA semester II di media blooket. https://ejournal.unesa.ac.id/index.php/laterne/article/view/55525/43913
Hadisaputra, S., Gunawan, G., & Yustiqvar, M. (2019). Effects of green chemistry based interactive multimedia on the students' learning outcomes and scientific literacy. Journal of Advanced Research in Dynamical and Control Systems (JARDCS), 11(7), 664-674.
Hafiza, N., Utomo, J., Made Novi Suryanti, N., Sanikurniati, B., Sosiologi, P., & Mataram, U. (2025). Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Berbantuan Media Blooket Terhadap Partisipasi Belajar Peserta Didik. Journal of Classroom Action Research, 7(3). https://doi.org/10.29303/jcar.v7i3.11808
Hossain, M., & Kawsar, F. (2024). Effective Ways to Teach in the Classroom: A Critical Analysis. International Journal of Research and Innovation in Social Science, VIII(IIIS), 4783–4787. https://doi.org/10.47772/IJRISS.2024.803351S
Ismaizam, N. M., Abd. Rahman, S. F., Syed Mohamad Ahmad, S. N., Mohd Nazri, N. I. I., Idris, N. A. A., Ali, N. A., Mohamad Rafi, N. F. B., Mohamad, S. N. A., Abdul Rahim, A. A., Abdul Rashid, K. K., & Mohammed Abdulwahab Aldaba, A. (2022). An Integration of Game-based Learning in a Classroom: An Overview (2016 - 2021). International Journal of Academic Research in Progressive Education and Development, 11(1). https://doi.org/10.6007/IJARPED/v11-i1/12347
Julaeha, S., & Erihardiana, M. (2022). Model Pembelajaran dan Implementasi Pendidikan HAM Dalam Perspektif Pendidikan Islam dan Pendidikan Nasional. Reslaj: Religion Education Social Laa Roiba Journal. https://doi.org/10.47476/reslaj.v4i1.449
Kurniati, S., Khasanah, F. N., & Mufid, M. (2023). Implementasi Strategi Games Based Learning (GBL) dalam Pembelajaran SKI di MI Al-Islamiyah Gandekan Bantul. In Journal of Elementary Educational Research (Vol. 3, Issue 1). http://ejournal.iain-manado.ac.id/index.php/jeer
Nahid Pashayev, Z. G. N. P. Z. G. (2023). Use Of Information And Communication Technologies (Ict) In Informatics Classes. Pahtei-Procedings of Azerbaijan High Technical Educational Institutions, 35(12), 276–283. https://doi.org/10.36962/PAHTEI35122023-276
Nugroho, F. H., & Romadhon, S. (2022). Minat Peserta Didik MTSN 3 Banyuwangi dalam Gim Blooket pada Pembelajaran Bahasa Indonesia. Andragogi: Jurnal Diklat Teknis Pendidikan Dan Keagamaan, 2, 153–162. https://doi.org/10.36052/andragogi.v10i2.299
Rajendran, M., Ray, M., Ilangovan, A., Xavier, Y. C. S., & Parthasarathy, G. (2024). Game-based learning and its impact on students’ motivation and academic performance. Multidisciplinary Reviews, 8(3), 2025074. https://doi.org/10.31893/multirev.2025074
Ramdani, N. G., Fauziyyah, N., Fuadah, R., Rudiyono, S., Septiyaningrum, Y. A., Salamatussa’adah, N., & Hayani, A. (2023). Definisi Dan Teori Pendekatan, Strategi, Dan Metode Pembelajaran. Indonesian Journal of Elementary Education and Teaching Innovation, 2(1), 20. https://doi.org/10.21927/ijeeti.2023.2(1).20-31
Ramdani, A., Jufri, A. W., Gunawan, G., Fahrurrozi, M., & Yustiqvar, M. (2021). Analysis of students' critical thinking skills in terms of gender using science teaching materials based on the 5E learning cycle integrated with local wisdom. Jurnal Pendidikan IPA Indonesia, 10(2), 187-199. https://doi.org/10.15294/jpii.v10i2.29956
Robi Firli, M. (2025). Upaya Meningkatkan Motivasi Belajar Peserta Didik Melalui Aplikasi Blooket Pada Mata Pelajaran Pendidikan Pancasila Kelas XI di SMA Negeri 1 Palembang. Journal of Classroom Action Research, 7(3). https://doi.org/10.29303/jcar.v7i3.11536
Santoso, K., & Masfufah, L. (2022). Upaya Peningkatan Hasil Belajar dan Motivasi Siswa Menggunakan “Kopi Hangat” Berorientasi Game Based Learning di MTsN 1 Kota Magelang. MATH LOCUS: Jurnal Riset Dan Inovasi Pendidikan Matematika, 3(2). https://doi.org/https://doi.org/10.31002/mathlocus.v3i2.2805
Sari, R. A., Safitri, N., Riyanti, S., Fatimah, S., & Zahrah, A. (2025). Efektivitas Media Digital ETERA Pada Materi Energi Terbarukan Untuk Meningkatkan Motivasi Peserta Didik SDN Gunung Gede Kota Bogor. Journal of Classroom Action Research, 7(3). https://doi.org/10.29303/jcar.v7i3.11557
Siburian, J., Sihotang, A. B., & Sadikin, A. (2022). Validitas Perangkat Pembelajaran Model Flipped Classroom dalam Meningkatkan Motivasi dan Hasil Belajar Kognitif Siswa SMA. Bioscientist : Jurnal Ilmiah Biologi, 10(2), 1192. https://doi.org/10.33394/bioscientist.v10i2.6287
Simorangkir, R., Sinaga, R., Limbong, R., & Nazwa, Z. (2024). Analisis Penggunaan Media Digital Interaktif Untuk Meningkatkan Hasil Belajar Siswa Dalam Pembelajaran Matematika DI Sekolah Dasar. Trapsila: Jurnal Pendidikan Dasar, 5(2), 10–17. https://doi.org/10.30742/tpd.v5i2.3444
Suntari, Y., Usman, H., & Yunus, M. (2025). Analisis Kebutuhan Media Pembelajaran Augmented Reality di Kelas IV SD. Journal of Classroom Action Research, 7(3). https://doi.org/10.29303/jcar.v7i3.11525
Thi, L. D. (2025). Game-Based Learning in Improving Student Engagement. International Journal of Research and Innovation in Social Science, IX(V), 5116–5123. https://doi.org/10.47772/IJRISS.2025.905000397
Umatgerieva, L. R., Khajimuradova, B. H., & Ovseenko, G. A. (2024). Effective Strategies For Teaching Computer Networks In Higher Professional Institutions. Ekonomika I Upravlenie: Problemy, Resheniya, 5/7(146), 302–307. https://doi.org/10.36871/ek.up.p.r.2024.05.07.036
Wahyuningsih, Ahmad Najihudin, Ivan Ilham Riyandi, Fani Laffanilah, & Renaldi Ramadhan. (2024). Peran Guru dalam Meningkatkan Motivasi Belajar Siswa. Student Scientific Creativity Journal, 2(5), 327–335. https://doi.org/10.55606/sscj-amik.v2i5.4153
Wijaya, O. S., Amaliah, A., Chamami, M. R., Syahriani, F., & Rosadi, A. (2023). The Role of Teachers as Facilitator of Holistic Education: Current Approaches to Teaching. Global International Journal of Innovative Research, 1(2), 132–138. https://doi.org/10.59613/global.v1i2.15
Yustiqvar, M., Hadisaputra, S., & Gunawan, G. (2019). Analisis penguasaan konsep siswa yang belajar kimia menggunakan multimedia interaktif berbasis green chemistry. Jurnal Pijar Mipa, 14(3), 135-140.
License
Copyright (c) 2026 Abdul Rahman, Pramudiyanti, Daniel Rinaldi

This work is licensed under a Creative Commons Attribution 4.0 International License.
- Authors who publish with Journal of Classroom Action Research, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Journal of Classroom Action Research.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).


