DAMPAK IMPLEMENTASI MEDIA PEMBELAJARAN QUIZIZZ TERHADAP MOTIVASI BELAJAR SISWA KELAS X SMA NEGERI 18 GARUT
DOI:
https://doi.org/10.37792/jukanti.v8i2.1900Keywords:
Quiz, Learning media, Learning motivation, Learning outcomesAbstract
ABSTRAK
Penelitian ini bertujuan untuk mengetahui dampak implementasi media pembelajaran interaktif Quizizz terhadap motivasi belajar siswa kelas X SMA Negeri 18 Garut. Penelitian menggunakan pendekatan kuantitatif dengan desain dua kelas eksperimen: kelas eksperimen yang menggunakan media Quizizz dan kelas kontrol yang menggunakan LKPD. Sampel penelitian terdiri dari 40 siswa yang dipilih dengan teknik simple random sampling. Data dikumpulkan melalui tes hasil belajar dan angket motivasi belajar menggunakan model ARCS (Attention, Relevance, Confidence, Satisfaction). Data dianalisis melalui uji normalitas, homogenitas, dan uji Independent Sample t-test dengan bantuan program SPSS V.25. Hasil analisis menunjukkan bahwa nilai thitung = 3,338>ttabel = 2,024 pada taraf signifikansi 0,05 dengan df = 38, sehingga terdapat perbedaan yang signifikan antara hasil belajar siswa yang menggunakan media pembelajaran Quizizz dengan yang menggunakan LKPD. Hasil angket menunjukkan tingkat motivasi belajar siswa berada pada kategori tinggi, dengan skor tertinggi pada indikator satisfaction (86%) dan attention (84%). Dengan demikian, penggunaan media pembelajaran ini memberikan bukti empiris bahwa penggunaan Quizizz tidak hanya meningkatkan motivasi, tetapi juga menciptakan pengalaman belajar yang lebih interaktif dan menyenangkan. Implikasi penelitian menunjukkan bahwa Quizizz dapat dijadikan alternatif efektif bagi guru dalam meningkatkan motivasi belajar pada konteks pembelajaran digital. Penelitian ini memberikan kontribusi pada pengembangan media pembelajaran gamifikasi di sekolah menengah.
Kata Kunci: Quizizz, Media Pembelajaran, Motivasi Belajar, Hasil Belajar
ABSTRACT
This study aims to determine the impact of the implementation of interactive learning media Quizizz on the learning motivation of class X students of SMA Negeri 18 Garut. The study used a quantitative approach with a two-class experimental design: an experimental class using Quizizz media and a control class using LKPD. The research sample consisted of 40 students selected by simple random sampling technique. Data were collected through learning achievement tests and learning motivation questionnaires using the ARCS model (Attention, Relevance, Confidence, Satisfaction). Data were analyzed through normality tests, homogeneity tests, and Independent Sample t-tests with the help of the SPSS V.25 program. The results of the analysis showed that the t-value = 3.338> t-table = 2.024 at a significance level of 0.05 with df = 38, so there was a significant difference between the learning outcomes of students using Quizizz learning media and those using LKPD. The questionnaire results showed that the level of student learning motivation was in the high category, with the highest scores on the satisfaction (86%) and attention (84%) indicators. Thus, the use of this learning media provides empirical evidence that the use of Quizizz not only increases motivation, but also creates a more interactive and enjoyable learning experience. The research implications show that Quizizz can be an effective alternative for teachers in increasing learning motivation in digital learning contexts. This research contributes to the development of gamification learning media in secondary schools.
Keywords: Quizizz, Learning Media, Learning Motivation, Learning Outcomes
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References
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Aditiyawarman, M. A., Sondang, M., Hanifah, L., & Kusumayati, L. D. (2022). Penggunaan aplikasi Quizizz sebagai media untuk melaksanakan evaluasi pembelajaran. Jurnal Penelitian, 7(1), 24–36. https://doi.org/10.46491/jp.v7i1.840
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