A QUASI-EXPERIMENTAL STUDY ON THE IMPLEMENTATION OF A QR CODE-ASSISTED BOARD GAME TO IMPROVE SENIOR HIGH SCHOOL STUDENTS LEARNING OUTCOMES ON THE DOPPLER EFFECT

Sheli Agustiani, Bambang Subali, Supriyadi Supriyadi

Abstract


This study aims to obtain empirical evidence regarding the effectiveness of QR Code-assisted board games in improving students’ learning outcomes on the Doppler Effect material. The research employed a quantitative approach with a pretest–posttest control group design. All data collected in this study were quantitative in nature. Learning outcome data were obtained through a 30-item multiple-choice test, while student engagement, affective, and psychomotor aspects were measured using structured observation sheets and student response questionnaires with numerical scoring scales. The results showed a greater improvement in the experimental class compared to the control class. The average pretest and posttest scores of the control class increased from 36.38 to 54.25 with an N-Gain of 0.24 (low category), whereas the experimental class increased from 37.68 to 78.89 with an N-Gain of 0.62 (moderate category). Observation results indicated that student activity in the experimental class reached 76%, higher than the control class at 36%. The experimental class also obtained higher scores in affective (87.50) and psychomotor (80.57) aspects compared to the control class. Student response questionnaire results showed a very positive perception of the media, with an average score of 89.3%. Based on these findings, the implementation of QR Code-assisted board games was associated with improved cognitive, affective, and psychomotor outcomes within the research sample. These conclusions are limited to the study context and participants involved.

Keywords


Board Game; QR Code; Doppler Effect; Learning Outcomes

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References


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DOI: https://doi.org/10.29100/eduproxima.v8i3.10154

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