scholarly journals Improving Learning Outcomes by Using Quizizz Educational Game Assisted Learning Video Media

Author(s):  
Anik Hariyastuti

<p><em>This study aims to determine the increase in learning outcomes in online learning through learning video media assisted by quiziz educational games. This research is a classroom action research with 29 students of class V SDN Adiwerna 01 as the research subjects. This research was conducted in 2 cycles, each cycle of 2 meetings. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the research stages is slightly different from classroom learning because learning is carried out separately or students are in their respective homes. Based on the results of the research, in the first cycle, the average student learning outcomes were 72.07 with 72% student completeness success, still below the 85% success indicator. Whereas in cycle II the average student learning outcomes were 82, 07 and the completeness success increased to 93% in this case it was more than the 85% achievement indicator. So from cycle I and cycle II there was an increase in student learning outcomes. So, in this study it can be concluded that using video learning media assisted by quiziz educational games can improve student learning outcomes in online learning science subjects human digestive organs material.</em></p>

2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Alfera Bekti Susanti

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian tindakan kelas dengan subyek penelitian siswa kelas VI SD Negeri Kesongo 01 sebanyak 22 siswa. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau siswa berada dirumah masing-masing. Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar siswa 51,36 dengan katagori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar siswa 93,45 dengan katagori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar siswa sebanyak 42,09. Dengan demikian penelitian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar siswa dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi This study aims to determine the increase in learning outcomes in online learning through quizizz educational game media. This research is a classroom action research with 22 students of grade VI SD Negeri Kesongo 01 as subjects. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the stages of research is slightly different from classroom learning because learning is carried out separately or students are at home. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.36 with a sufficient category. Whereas in the second cycle the average value of student learning outcomes was 93.45 with a high category. So from cycle I and cycle II there was an increase in student learning outcomes as much as 42.09. Thus the study can be concluded that learning media based on educational games quizizz can improve student learning outcomes in online learning on the theme of globalization. Keywords: Learning Outcomes, Online Learning, Education Game


2020 ◽  
Vol 16 (2) ◽  
Author(s):  
Elma Mulia Sari Elma

ABSTRAK Penelitian ini memiliki tujuan untuk mengukur  peningkatan hasil belajar peserta didik dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian kuantitatif deskriptif yang terfokus pada evaluasi pembelajaran menggunakan media online. Populasi penelitian yakni seluruh peserta didik SD Negeri Kutowinangun 11 Kota Salatiga yang diajar pada mata pelajaran tematik menggunakan metode daring sebanyak 21 peserta didik. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau peserta didik berada di rumah masing-masing.  Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar peserta didik 51,43 dengan kategori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar peserta didik 91,90 dengan kategori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar peserta didik sebanyak 40,47. Dengan demikian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar peserta didik dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi ABSTRACT This study aims to measure the increase in student learning outcomes in online learning through educational game media Quizizz. This research is a descriptive quantitative study that focuses on evaluating learning using online media. The study population was all students of SD Negeri Kutowinangun 11 Kota Salatiga who were taught on thematic subjects using online methods as many as 21 students. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing, and reflecting. The implementation of the research stages is slightly different from classroom learning because learning is carried out separately or students are in their respective homes. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.43 in the sufficient category. Whereas in the second cycle the average value of student learning outcomes was 91.90 in the high category. So from cycle I and cycle II there was an increase in student learning outcomes by 40.47. Thus it can be concluded that learning media based on quizizz educational games can improve student learning outcomes in online learning on the theme of Globalization.Keywords: Learning Outcomes, Online Learning, Educational Games


2020 ◽  
Vol 32 (2) ◽  
pp. 57-68
Author(s):  
Sigit Pamungkas

ABSTRAKPenelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian tindakan kelas dengan subyek penelitian siswa kelas VI SD Negeri Gentan 04 sebanyak 22 siswa. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau siswa berada dirumah masing-masing. Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar siswa 51,36 dengan katagori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar siswa 93,45 dengan katagori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar siswa sebanyak 42,09. Dengan demikian penelitian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar siswa dalam pembelajaran daring pada tema Globalisasi. Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Media Game. ABSTRACTThis study aims to determine the increase in learning outcomes in online learning through quizizz educational game media. This research is a classroom action research with 22 students of grade VI SD Negeri Gentan 04 as subjects. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the stages of research is slightly different from classroom learning because learning is carried out separately or students are at home. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.36 with a sufficient category. Whereas in the second cycle the average value of student learning outcomes was 93.45 with a high category. So from cycle I and cycle II there was an increase in student learning outcomes as much as 42.09. Thus the study can be concluded that learning media based on educational games quizizz can improve student learning outcomes in online learning on the theme of globalization.Keywords: Learning Outcomes, Online Learning, Game Media.


Author(s):  
Anisa Mardiyani ◽  
Yusuf Suryana ◽  
Winarti Dwi Febriani

<p><em>The problem in this study was the low student learning outcomes in mathematics learning the subject of multiplication of mixed fractions in class V. The purpose of this study was to see an increase in student learning outcomes in learning mixed fraction multiplication using the TGT learning model in class V SDN 2 Cigembor, Ciamis District, Regency. Ciamis. The population in the study were 30 grade students of SDN 2 Cigembor. The method used in this research is Classroom Action Research Methods (PTK) according to Kemmis and Mc. Taggart which consists of four stages: planning, implementing, observing, reflecting. This research was conducted in two cycles. The instruments used in this study were evaluation instruments, teacher performance instruments, and student activity instruments. Based on the results of the evaluation test data from cycle I to cycle II, it shows that in the first cycle the average student learning outcomes were 74.40 and learning completeness was 57%, while in the second cycle the average student learning outcomes were 79.83 and completeness learn by 87%. Based on the results of the research, it can be concluded that the use of the TGT learning model can improve student learning outcomes in the multiplication of mixed fractions in class V SDN 2 Cigembor, Ciamis District, Ciamis Regency, Academic Year 2019/2020.</em></p>


2021 ◽  
Vol 6 (1) ◽  
pp. 80-94
Author(s):  
Amaliyatul Ulya ◽  
Ahmad Arifi

History of Islamic Culture (SKI) is a subject that emphasizes the ability of students to take lessons from Islamic history by imitating figures who excel in their time and developing Islamic culture and civilization. The purpose of this study was to determine the effectiveness of the Quizizz Educational Game in improving student learning outcomes in SKI lessons at MI Al-Huda. This research is a type of field research with an experimental approach. The research subjects were class 4 students, totaling 52 students. Class IVA became the experimental class with 25 students and class IVB became the control class with 27 students. Methods of data collection using tests, interviews, observation, and documentation. The results showed that learning with the Quizizz Educational Game in class IVA was effective. The test results showed an increase in student learning outcomes in the experimental class compared to the control class. The average score increase in the experimental class was 9.83 and for the control class, it increased by 9.6. Based on statistical analysis with the t-test calculation, the significance value was 0.000 <0.05. The results of the statistical test indicate that there is a significant difference in the learning outcomes of SKI between the experimental group and the control group. This proves that the increase in student learning outcomes is influenced by the use of Quizizz Educational Games. Abstrak: Sejarah Kebudayaan Islam (SKI) merupakan mata pelajaran yang menekankan pada kemampuan peserta didik dalam mengambil hikmah pelajaran dari sejarah Islam dengan cara meneladani tokoh yang berprestasi pada masanya serta mengembangkan kebudayaan serta peradaban Islam. Tujuan penelitian ini untuk mengetahui efektivitas Game Edukasi Quizizz dalam meningkatkan hasil belajar siswa pada pelajaran SKI di MI Al-Huda. Penelitian ini termasuk jenis penelitian lapangan dengan pendekatan eksperimen. Subjek penelitianya adalah peserta didik kelas 4 yang berjumlah 52 siswa. Kelas IVA menjadi kelas eksperimen berjumlah 25 siswa dan kelas IVB menjadi kelas kontrol dengan jumlah 27 siswa. Metode pengumpulan data menggunakan tes, wawancara, observasi dan dokumentasi. Hasil penelitian menunjukkan bahwa pembelajaran dengan Game Edukasi Quizizz di kelas IVA berjalan efektif. Hasil tes memperlihatkan adanya peningkatan hasil belajar peserta didik di kelas eksperimen dibanding kelas kontrol. Rata-rata peningkatan nilai di kelas eskperimen sebesar 9,83 dan untuk kelas kontrol meningkat sebesar 9,6.  Berdasarkan analisis statistik dengan perhitungan uji-t didapatkan nilai signifikansinya 0,000 < 0,05. Hasil uji statistik tersebut menunjukkan bahwa adanya perbedaan yang signifikan hasil belajar SKI antara kelompok eksperimen dan kelompok kontrol. Hal ini membuktikan bahwa peningkatan hasil belajar peserta didik dipengaruhi penggunaan Game Edukasi Quizizz.


2021 ◽  
Vol 2 (2) ◽  
pp. 53-61
Author(s):  
Cynthia Marsela ◽  
Mona Mahyuni Hutagaol ◽  
Aslina Br Ginting ◽  
Junita Safitri ◽  
Lutfi Afis ◽  
...  

This study aims to determine the increase in student learning outcomes after applying the Non-Example Example learning model with the Quiziz Educational Game media to improve student learning outcomes in the seventh grade Solar System material at Maria Goretti Kabanjahe Private Junior High School. The no-example example learning model with quiziz game media is a learning strategy that uses pictures and videos as a medium to convey subject matter with the help of quiziz educational games as a medium in delivering the test instruments carried out. The subjects of this study amounted to 26 students. This non-example example method uses pretest and posttest actions in cycle I and cycle II, in order to improve student learning outcomes. Gradually in the pre-test, the average learning score was still 46.92 with a mastery percentage of 23.07%, followed by the first cycle, it was found that the student learning average was 48.46 and the percentage of completeness was 38.46%, there was a slight increase from before experiment was carried out. Then it was further improved in the second cycle, the researchers found an average learning score of 70.90 with a completeness percentage of 77.27%, it can be said that the improvement in student learning outcomes is getting better and increasing.


2021 ◽  
Vol 4 (2) ◽  
pp. 81-88
Author(s):  
Irnawati Irnawati ◽  
Yusrizal Efendi ◽  
Mega Adyna Movitaria

This article aims to describe the improvement of learning outcomes for Religious Education and Character Education (PAIdBP) by using the Problem Based Learning model in class V UPTD SDN 01 Mungka. The type of research is Classroom Action Research (CAR) using qualitative and quantitative approaches. The research subjects were 22 students of class V UPTD SDN 01 Mungka. The data in this study are student learning outcomes at the end of each cycle. The resulting data is processed and analyzed descriptively qualitatively. The conclusion of the study shows that the use of the Problem Based Learning model can improve student learning outcomes in PAIdBP learning, this can be seen from the student learning outcomes in the first cycle, which is 80.44 increasing to 85.06 in the second cycle. 


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


2021 ◽  
Vol 15 (2) ◽  
pp. 109-118
Author(s):  
Tuti Triyani

This study aims to improve the social studies learning outcomes of Class VI students of SD Negeri 18 Lubuklinggau by using the Jigsaw learning model. The research method used in this study is a classroom action research method (Action Research) using the Jigsaw learning model. Data collection techniques were carried out by means of observation and tests. Based on the results of research using the Jigsaw learning model in class VI students at SD Negeri 18 Lubuklinggau, it turned out to be able to improve student learning outcomes. Student learning outcomes continue to increase in each cycle, in the first cycle of the first meeting the average student learning outcomes of 51.86, the second meeting of 59.45 then in the second cycle of the first female student learning outcomes of 62.14 and at the second meeting 67 .95. and in cycle 3 the first meeting the average student learning outcomes was 71.14 and the second meeting was 85.76


2020 ◽  
Vol 4 (2) ◽  
pp. 81-85
Author(s):  
Achmad Alim Asriadi

IMPROVING STUDENT ACTIVITY AND LEARNING OUTCOMES IN INHERITANCE MATERIALS IN LIVING INTERESTS WITH MICA PLASTIC TOOLSThis study aims to determine the increase in student activity and learning outcomes, describe the process of increasing student activity and learning outcomes, and measure the magnitude of the increase in activity and learning outcomes in inheritance material in living things. The use of plastic mica props in class IXC SMP Negeri 8 Bogor City Semester 1 of the 2019/2020 school year. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that using plastic mica props can be a fun variation of learning for students so that it is proven to improve student learning outcomes. Before using the plastic mica props, the learning outcomes of students only reached an average value of 68.18 then an increase occurred after using the mica plastic props to 85.15 in cycle 1 and 90.15 in cycle 2. So it can be concluded that the use of props mica plastic is very popular with students and there is an increase in student learning outcomes. Therefore, researchers suggest that the use of plastic mica props be socialized and used as an alternative in science learning in schools


Sign in / Sign up

Export Citation Format

Share Document