scholarly journals Utilization of Quizizz Educational Game Media to Increase Learning Interest and Achievement

2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.

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 4 (2) ◽  
pp. 271
Author(s):  
Medyana Inna Sairo ◽  
Ni Made Ratminingsih ◽  
I Gede Arya Sudira

There are still many students who lack writing skills. Students are confused about starting a discussion or determining ideas, and the lack of vocabulary makes it difficult for students to write. This study aims to analyze the use of digital mind mapping to improve students' writing skills. This type of research is classroom action research which will be divided into two cycles. cycle 1 in 3 sessions and cycle 2 in 2 sessions. The research subjects were 33 students. The methods used in collecting research data are observation, interviews, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results showed that Digital Mind Mapping was effective for improving students' abilities. It was found that the average score of students in the pre-test was 24%,  increased to 90% in the post-test I and in the post-test II. There was an increase in the number of students who had not previously achieved the KKM. The increase in the average score of students is also supported by student interest during the teaching and learning process because the method uses technology. In addition, the students found that the Digital Mind Mapping activity helped them organize students' ideas, become critical thinking, creative and improve students' writing.


2018 ◽  
Vol 1 (2) ◽  
pp. 72
Author(s):  
Yusuf Sulaeman

Effectiveness of learning, interest in literary appreciation and the student's ability to analyze the elements of nationalism, theme and mandate of poetry on the ground remains low. Based on that writing is restricted to three things, increase the effectiveness of learning, improve the ability of students to apply learning model of problem based learning to learning to analyze the elements of nationalism, theme and mandate poetry class X SMK Al-Ibrohimiyah Cianjur. The method used in this study, classroom action research cycle test techniques, observation sheets and questionnaires. Research conducted three cycles. The results of the study managed to increase; (1) The effectiveness of learning increases, the first cycle is still rowdy class, then the second cycle has begun not rowdy, and the third cycle has been conducive; (2) The interest of students to appreciate literature increased, in the first cycle students are active for only a small sebagin, on the second cycle by almost half and the third cycle to a great extent; (3) The ability of students to analyze the elements of nationalism, theme and mandate of poetry increased, in the first cycle students' average score of 66.19 in cycle II reached 75.95 and the third cycle reached 91.66. It was concluded that the application of the teaching model of problem based learning to learning to analyze the theme and mandate puiisi class X SMK Al-Ibrohimiyah Cianjur can improve the effectiveness, student interest and student learning outcomes. Keywords:  problem based learning, nationalism, structural and poetry.


2019 ◽  
Vol 4 (2) ◽  
pp. 6-11
Author(s):  
Tarwiyah Tarwiyah ◽  
Setyo Wibowo

This study aims to find out: (1) How to increase the learning activities of students when using the learning method of Learning Start With a Question (LSQ) on social studies learning in class VII-A MTs Miftahu Jannah Palangka Raya, (2) Is there an increase in social studies learning outcomes students after using the learning method Learning Start With a Question (LSQ) in class VII-A MTs Miftahul Jannah Palangka Raya. The research method used in this study is the Classroom Action Research (CAR) method. The research subjects were class VII-A MTs Miftahul Jannah Palangka Raya with subjects as many as 24 students. Data collection techniques in this study used observation and tests. Data analysis techniques are based on the results of each learning process cycle. The results of this study are: (1) an increase in learning activities when using the Learning Start With a Question (LSQ) learning method for students of class VII-A MTs Miftahul Jannah Palangka Raya Tahun to be better, namely the score of learning activities of students in the first cycle Individuals have 15 students who get a score of = 75, and 9 students who score <75 with an average score of 2.67. Scores of learning activities of students in the second cycle there were 23 students who obtained a score of = 75, and 1 student who scored <75 with an average of 3.86, so that the learning activities of students in the second cycle had been categorized as good or already achieving indicators of success, (2) There is an increase in social studies learning outcomes after using the Learning Start With a Question (LSQ) learning method for students of class VII-A MTs Miftahul Jannah Palangka Raya. This can be seen from the data on student learning outcomes during the pre test obtaining an average value of 30.20 with completeness in classical 0%. Post test cycle I obtained an average score of 78.95 with completeness in classical 62.5%, and in cycle II increased with an average value of 90.41 with classical completeness 95.83%.


2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Yusmaneti Yusmaneti

This research is based on the low learning outcomes of Citizenship Education for fourth grade students of State Primary School 010, Pulau Aro, Kuantan Tengah Subdistrict, Kuantan Singingi Regency, from 12 students only 5 (41.66%) who achieved the minimum completeness criteria determined by the school at 70 with an average score amounting to 65.4. The research aims to improve the learning outcomes of Citizenship Education through the application of problem based intruction models. The results of the study show, during the learning process before using the problem-based learning model, the average score was 65.4 with incomplete categories and after using the learning model based on the average problem of student learning outcomes in the first cycle to 79.7 with complete categories while in the cycle II has increased again to 87.6 with complete categories. Based on the results of this study, it can be concluded that through the application of problem-based learning models (Problem Based Intruction) can improve Student Grade 4 Citizenship Education Learning Outcomes of State Primary School 010, Pulau Aro, Kuantan Tengah Subdistrict, Kuantan Singingi Regency.


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.


2020 ◽  
Vol 3 (2) ◽  
pp. 215-221
Author(s):  
Nelly Budiyarti

Abstrak: Kualitas pembelajaran dan minat belajar memungkinkan hasil belajar mahasiswa meningkat. Sehingga diharapkan kualitas pembelajaran dan minat belajar mahasiswa tinggi untuk mencapai hasil belajar yang tinggi pula. Penelitian ini bertujuan untuk melihat bahwa kualitas pembelajaran dan minat belajar mahasiswa berpengaruh terhadap peningkatan hasil belajar mahasiswa Akuntansi pada mata kuliah Matematika Ekonomi. Penelitian ini merupakan penelitian survei dengan meggunakan teknik analisis jalur (path analysis), dimana terdapat dua variabel eksogen dan satu variabel endogen.  Variabel eksogen berupa kualitas pembelajaran dan minat belajar, sedangkan variabel endogen berupa hasil belajar. Hasil penelitian ini adalah Kualitas Pembelajaran berpengaruh langsung positif terhadap Hasil Belajar, Minat Belajar berpengaruh langsung positif terhadap Hasil Belajar, dan Kualitas Pembelajaran berpengaruh langsung positif terhadap Minat Belajar Mahasiswa. Abstract:  The quality of learning and interest in learning allows student learning outcomes to increase. It is hoped that the quality of learning and student interest in learning will be high to achieve high learning outcomes. This study aims to see that the quality of learning and student interest in learning has an effect on improving student learning outcomes in Accounting Economics Mathematics courses. This research is a survey research using path analysis technique, where there are two exogenous variables and one endogenous variable. Exogenous variables are learning quality and learning interest, while endogenous variables are learning outcomes. The results of this study are Learning Quality has a direct positive effect on Learning Outcomes, Learning Interest has a direct positive effect on Learning Outcomes, and Learning Quality has a direct positive effect on Student Learning Interest.


2015 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Lucky Susilo

This research is to improve student learning outcomes of civic education about the hero. This research was conducted in SDN Sesayap Tana Tidung, with 23 students as research subjects. This research is an action using Kemmis and McTaggart models in two cycles. Each cycle consists of planning, action, observation, and reflection. The results showed an increase in student learning outcomes of civic education, the hero mainly about understanding the meaning and involve symbols in understanding Pancasila Pancasila principles completely. This was evidenced by the increase in student learning outcomes Civics of my heroes from the 50% of students complete with the average score was 69 in the first cycle, increased to 80% of students complete with the average score was 77 in the second cycle. Activities of teachers and students through role playing method attained mastery learning (100%) at the end of the cycle. The conclusion of this study indicate that the use of methods Role Playing makes the students more active in learning appropriate to their developmental age.   Keywords: The Students’ Study Result Of Civic Education, Role Playing Method                  Action Research   Penelitian ini untuk meningkatkan hasil belajar siswa dari pendidikan kewarganegaraan tentang pahlawan . Penelitian ini dilaksanakan di SDN  Tana Tidung, dengan 23 siswa sebagai subyek penelitian. Penelitian ini merupakan penelitian tindakan dengan menggunakan Kemmis dan model McTaggart dalam dua siklus. Setiap siklus terdiri dari perencanaan, bertindak, observasi, dan refleksi. Hasilnya menunjukkan peningkatan hasil belajar siswa dari pendidikan kewarganegaraan, tentang pahlawan  terutama tentang pemahaman makna dan melibatkan simbol prinsip pancasila dalam memahami pancasila benar-benar. Hal itu dibuktikan dengan meningkatnya hasil belajar siswa PKn tentang pahlawan saya dari 50% siswa lengkap dengan skor rata-rata adalah 69 pada siklus I, meningkat menjadi 80% siswa lengkap dengan skor rata-rata adalah 77 pada siklus kedua. Kegiatan guru dan siswa melalui metode Role Playing dicapai belajar penguasaan (100%) pada akhir siklus. Kesimpulan dari penelitian ini menunjukkan bahwa penggunaan metode Role Playing membuat siswa lebih aktif dalam belajar yang sesuai dengan perkembangan usia mereka. Kata kunci: Pendidikan Kewarganegaraan, Role Playing Metode, Penelitian Tindakan


2020 ◽  
Vol 3 (2) ◽  
pp. 146
Author(s):  
Fajriah Hasanah Tri Komara ◽  
Zetra Hainul Putra ◽  
Neni Hermita

This research is motivated by the low mathematics learning outcomes of fourth grade students of SD Negeri 136 Pekanbaru, with an average score of 68.25 and only 17 of 40 reach the minimum completeness criteria (KKM). This research is a classroom action research (CAR) conducted aimed at improving the mathematics learning outcomes of fourth graders by implementing a cooperative model of picture and picture type. The subjects of this study were 40 fourth grade students of class IVB in 2019/2020 school year. Data collection instruments in this study were teacher activity sheets and student activities and learning outcomes. The results of this study indicate that student learning outcomes increased by 13.26% from an average of 68.25 to 77.3 in cycle I. In the second cycle it increased to 24.54% with an average of 85. Teacher activity also increased from 75 .00% with enough category in the first cycle of the first meeting to be 96.43% very good category in the second meeting of the second cycle. The results showed that the application of the Cooperative model type Picture and picture could improve the mathematics learning outcomes of class IVB students of SD Negeri 136 Pekanbaru.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-35
Author(s):  
Mr. Mujiono

Penelitian ini bertujuan meningkatkan hasil belajar dengan menggunakan Strategi Joyful Learning. Strategi joyful learning membantu guru untuk lebih kreatif dalam proses belajar mengajar dan dapat meningkatakan hasil belajar siswa. Desain penelitian   ini  adalah  Penelitian  Tindakan Kelas  (PTK) yang  dilakukan  secara  kolaboratif. Subjek  penelitian   adalah  peserta  didik kelas VII B  berjumlah  22  orang, 5 putri dan 17 putra. Penerapan strategi joyful learning menunjukkan peningkatan pada hasil belajar. Siklus I meningkat menjadi 21 siswa yang mencapai ketuntasan dengan nilai rata-rata kelas 95. Pada siklus I memperoleh nilai rata-rata IPG 73% dengan kategori baik, IRS 88 % dengan kategori sangat baik, dan IKL 80% dengan kategori baik. This study aims to improve learning outcomes by using the Joyful Learning Strategy. Joyful learning strategies help teachers to be more creative in the teaching and learning process and can improve student learning outcomes. The design of this research is Classroom Action Research (PTK) which is conducted collaboratively. The research subjects were 22 students of class VII B, 5 girls and 17 boys. The application of joyful learning strategies shows an increase in learning outcomes. The first cycle increased to 21 students who achieved completeness with an average grade of 95. In the first cycle, the IPG average score was 73% in the good category, 88% IRS in the very good category, and 80% IKL in the good category.


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