Pengaruh Media Crossword Puzzle Online Terhadap Minat Belajar Peserta Didik Pada Mata Pelajaran Sejarah
Abstract
Low student interest in history learning often leads to limited engagement and reduced learning outcomes. This study aims to analyze the effect of the Crossword Puzzle Online media on students’ interest in learning history. A quantitative approach with a quasi-experimental method and a non-equivalent control group design was employed. The sample was selected using purposive sampling, consisting of an experimental class (n = 37) and a control class (n = 34). The learning interest instrument was validated through content and construct validity and demonstrated high reliability (Cronbach’s Alpha = 0.864). Data were analyzed using normality, homogeneity, and hypothesis testing through an independent sample t-test. The results showed a substantial increase in the experimental group’s mean score from 59.57 (pretest) to 70.27 (posttest), while the control group only increased from 60.20 to 61.35. The t-test result indicated a significance value of p < .001 (p < 0.05), confirming that the Crossword Puzzle Online media had a significant effect on students’ learning interest. These findings reveal that digital game-based media can foster student enjoyment, concentration, and active participation during history learning. Therefore, Crossword Puzzle Online is an effective alternative to enhance students’ interest and engagement in history classrooms.
Abstrak
Rendahnya minat belajar sejarah menjadi salah satu faktor penghambat keterlibatan peserta didik dalam proses pembelajaran. Penelitian ini bertujuan untuk menganalisis pengaruh media Crossword Puzzle Online terhadap minat belajar sejarah siswa kelas X SMA. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi experimental dan desain non-equivalent control group. Sampel ditentukan secara purposive, terdiri atas kelas eksperimen (n = 37) dan kelas kontrol (n = 34). Instrumen berupa angket minat belajar yang telah diuji validitas isi, validitas konstruk, dan reliabilitas (Cronbach’s Alpha = 0,864). Analisis data meliputi uji normalitas, homogenitas, dan uji hipotesis menggunakan independent sample t-test. Hasil penelitian menunjukkan peningkatan skor rata-rata minat belajar pada kelas eksperimen dari 59,57 (pretest) menjadi 70,27 (posttest), sedangkan kelas kontrol hanya meningkat dari 60,20 menjadi 61,35. Hasil uji t menunjukkan nilai signifikansi (2-tailed) < 0,001 < 0,05, sehingga H₀ ditolak dan Ha diterima. Temuan ini menunjukkan bahwa penggunaan media Crossword Puzzle Online secara signifikan meningkatkan minat dan keterlibatan aktif peserta didik dalam pembelajaran sejarah. Dengan demikian, media ini dapat menjadi alternatif strategi pembelajaran yang menyenangkan, interaktif, dan mampu menciptakan suasana belajar yang lebih menarik bagi siswa.
Keywords
Full Text:
PDFReferences
Aiken, L. R. (1980). Content validity and reliability of single items or questionnaires. Educational and Psychological Measurement, 40, 955–959. https://doi.org/10.1177/001316448004000419
Ardianto, L., Firzaq Arifin, I., & Iqbal Ibrahim, M. H. (2023). Penerapan metode crossword puzzle (teka-teki silang) untuk meningkatkan minat belajar sejarah siswa kelas VIII di SMP As-Shiddiqi Curahlele. Jurnal Sandhyakala, 4(1).
Ariani, N., Masruro, Z., Saragih, S. Z., Hasibuan, R., Simamora, S. S., & Toni. (2022). Buku ajar belajar dan pembelajaran. Widina Bhakti Persada.
Aryani, R., & Ma’mur, T. (2021). Penerapan metode permainan teknik Bingo Review untuk meningkatkan aktivitas belajar peserta didik dalam pembelajaran sejarah. FACTUM: Jurnal Sejarah dan Pendidikan Sejarah, 10(1), 71–88. https://doi.org/10.17509/factum.v10i1.29047
Barton, K. C., & Levstik, L. S. (2024). Teaching history for the common good. Routledge.
Cook, T. D., & Campbell, D. T. (1979). Quasi-experimentation: Design & analysis issues for field settings. Houghton Mifflin.
Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE.
Cynthia, A. D. D., Basri, M., & Imanita, M. (2019). Pengaruh metode permainan crossword puzzle terhadap minat siswa kelas XI IPS mata pelajaran sejarah. PESAGI (Jurnal Pendidikan dan Penelitian Sejarah), 7(6).
Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE.
Hadis, A., & Nurhayati. (2010). Psikologi dalam pendidikan. Alfabeta.
Hamruni, Syaddad, I. A., Zakiah, & Putri, D. I. I. (2021). Teori belajar behaviorisme dalam perspektif pemikiran tokoh-tokohnya. Pascasarjana Fakultas Ilmu Tarbiyah dan Keguruan.
Harris, J., & Girard, B. (2020). Game-based learning in history education: Fostering engagement and critical thinking. Journal of Digital Learning, 12(3), 45–58.
Indrawan, I., Haudi, & Wijoyo, H. (2020). Desain pembelajaran. CV. Pena Persada.
Joshi, A., Kale, S., Chandel, S., & Pal, D. (2015). Likert scale: Explored and explained. British Journal of Applied Science & Technology, 7(4), 396–403. https://doi.org/10.9734/BJAST/2015/14975
Kompri. (2017). Belajar: Faktor-faktor yang mempengaruhinya. Media Akademi.
Lestari, K. E., & Yudhanegara, M. R. (2015). Penelitian pendidikan matematika. Refika Aditama.
McCall, J. (2020). Teaching history with digital games: A systematic review. Simulation & Gaming, 51(4), 441–461. https://doi.org/10.1177/1046878120939652
Monte-Sano, C., & Reisman, A. (2016). Historical thinking in secondary history classrooms. The Social Studies, 107(1), 1–10. https://doi.org/10.1080/00377996.2015.1124377
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Putri, D. A., Muchtar, M., & Ramayani, N. (2024). Penerapan strategi pembelajaran crossword puzzle untuk meningkatkan hasil belajar siswa pada mata pelajaran sejarah kebudayaan Islam kelas VIII MTs Al Amanah. Jurnal Kajian dan Riset Mahasiswa, 1(3), 421–433.
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Sababalat, D. F., Sanga, L., Purba, L., & Sormin, E. (2021). Efektivitas pemanfaatan media pembelajaran teka-teki silang online terhadap peningkatan minat belajar siswa. EduMatSains: Jurnal Pendidikan, Matematika dan Sains, 6(1), 207–218. http://ejournal.uki.ac.id/index.php/edumatsains
Shavab, O. A. K. (2025). The effect of Smart Apps Creator on improving student history learning outcomes. Journal for Lesson and Learning Studies, 8(1), 172–180. https://doi.org/10.23887/jlls.v8i1.87074
Shavab, O. A. K., Yulifar, L., Supriatna, N., & Mulyana, A. (2023). Development of gamification apps to enhance critical thinking and creative thinking. Journal of Engineering Science and Technology, Special Issue, 99–106. https://jestec.taylors.edu.my/Special%20Issue%20AASEC2022/RPI_SI_2023_14.pdf
Shavab, O., Afriza, E., & Jayusman, I. (2025). The effect of Smart App Creator application on improving students’ critical thinking. Harmoni Sosial: Jurnal Pendidikan IPS, 12(2), 126–137. https://doi.org/10.21831/hsjpi.v12i2.88051
Slameto. (2015). Belajar dan faktor-faktor yang mempengaruhinya. Rineka Cipta.
Slavin, R. E. (2019). Educational psychology: Theory and practice (13th ed.). Pearson.
Squire, K. (2017). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.
Sugiyono. (2024). Metode penelitian kuantitatif. Alfabeta.
Taber, K. S. (2018). The use of Cronbach’s Alpha when developing and reporting research instruments in science education. Research in Science Education, 48(6), 1273–1296. https://doi.org/10.1007/s11165-016-9602-2
Taherdoost, H. (2016). Validity and reliability of the research instrument: How to test the validation of a questionnaire/survey in a research. International Journal of Academic Research in Management, 5(3), 28–36.
Tampubolon, M. R. (2024). Meningkatkan minat dan keaktifan belajar peserta didik pada pelajaran sejarah melalui penerapan pembelajaran Teams Games Tournament (TGT) dengan media teka-teki silang di kelas X-12 SMA Negeri 3 Medan. ALACRITY: Journal of Education, 86–96.
Titin, Y., Yuniarti, A., Putri Shalihat, A., Amanda, D., Laili Ramadhini, I., & Virnanda, V. (2023). Memahami media untuk efektivitas pembelajaran. [Nama Jurnal Tidak Dicantumkan], 4(2), [halaman tidak dicantumkan].
Van Eck, R. (2015). Digital game-based learning: Still restless, after all these years. Educational Technology, 55(4), 13–17.
Wahyuni. (2018). Perencanaan pembelajaran sejarah. Ombak
DOI: https://doi.org/10.17509/factum.v14i2.90252
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Universitas Pendidikan Indonesia

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



