PENGEMBANGAN MEDIA INTERAKTIF QUIZIZZ BERBASIS TGT DAN TARL UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI KELAS VIII
DOI:
https://doi.org/10.37792/jukanti.v8i2.1821Keywords:
Quizizz, Gamifikasi, TGT, Motivasi Belajar, Gamification, Teams Game Tournament, Learning MotivationAbstract
ABSTRAK
Motivasi belajar siswa kelas VIII A cenderung menurun karena merasa materi terlalu mudah dan kurang menantang. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Quizizz dengan pendekatan Team Game Tournament (TGT) sebagai strategi pembelajaran kooperatif dan Teaching at the Right Level (TaRL) sebagai pendekatan diferensiasi, menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Media divalidasi oleh ahli media, ahli materi, dan guru, serta diuji kepada 32 siswa. Hasil penelitian menunjukkan media layak digunakan, dengan peningkatan motivasi belajar dari skor rata-rata 71,91 menjadi 85,56. Uji Wilcoxon menegaskan adanya perbedaan signifikan. Penelitian ini berkontribusi dalam memperlihatkan bahwa integrasi gamifikasi dengan TGT dan TaRL mampu menciptakan suasana belajar yang menantang sekaligus adaptif, sehingga dapat menjadi strategi inovatif untuk meningkatkan motivasi belajar siswa dalam pembelajaran informatika berbasis literasi digital.
Kata kunci : Quizizz, Gamifikasi, TGT, Motivasi Belajar
ABSTRACT
The learning motivation of Class VIII A students tended to decline as they perceived the material to be too easy and less challenging. This study aimed to develop Quizizz-based learning media by applying Team Game Tournament (TGT) as a cooperative learning strategy and Teaching at the Right Level (TaRL) as a differentiation approach, within the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) framework. The media was validated by experts in content and instructional design, and tested with 32 students. The results indicated that the media was feasible to use, with students’ motivation increasing from an average score of 71.91 to 85.56. The Wilcoxon test confirmed a significant difference. This research contributes by demonstrating that integrating gamification with TGT and TaRL can foster a more engaging and adaptive learning environment, and thus serve as an innovative strategy to enhance students’ motivation in digital literacy–based informatics learning.
Keywords: Quizizz, Gamification, Teams Game Tournament, Learning Motivation
Downloads
References
S. Deterding, D. Dixon, R. Khaled, and L. Nacke, “From game design elements to gamefulness: Defining ‘gamification,’” Proc. 15th Int. Acad. MindTrek Conf. Envisioning Futur. Media Environ. MindTrek 2011, no. September, pp. 9–15, 2011, doi: 10.1145/2181037.2181040.
K. Suparmini, I. G. Suwindia, and I. M. A. Winangun, “Gamifikasi untuk meningkatkan motivasi belajar siswa di era digital,” vol. 5, no. 2, pp. 145–148, 2024.
R. E. Slavin, Cooperative learning (theory, research, and practice 2nd ed). Boston: Allyn and Bacon, 1995.
A. V. Banerjee, R. Banerji, J. Berry, H. Kannan, S. Mukerji, and M. Walton, “Mainstreaming an Effective Intervention: Evidence from Randomized Evaluations of ‘Teaching at the Right Level’ in India,” SSRN Electron. J., 2016, doi: 10.2139/ssrn.2846971.
D. Murdiyanto, “Penerapan Pendekatan Teaching at the Right Level pada Mata Pelajaran Bahasa Indonesia,” vol. 3, no. 1, pp. 1–11, 2024.
R. M. Branch, Instructional Design: The ADDIE Approach. USA: Springer, 2009.
J. . Keller, Motivational Design for Learning and Performanc: The ARCS Model Approach. USA: Springer Science & Business Media, 2010.
A. M. Amin, N. R. Alim, and F. Karmila, “Identifikasi Tingkat Motivasi Belajar Siswa pada Pembelajaran IPA Berdasarkan Aspek ARCS,” J. Metaedukasi J. Ilm. Pendidik., vol. 4, no. 2, pp. 93–101, 2023, doi: 10.37058/metaedukasi.v4i2.8413.
S. Arikunto, Prosedur Penelitian Suatu Pendekatan Praktik. Rineka Cipta, 2021.
I. Ghozali, Aplikasi Analisis Multivariate dengan Program IBM SPSS 23. Badan Penerbit Universitas Diponegoro, 2016.
A. Jong and Y. T. B. Tacoh, “Pemanfaatan Aplikasi Quizizz untuk Meningkatkan Motivasi belajar Siswa,” J. Dimens. Pendidik. dan Pembelajaran, vol. 12, no. 1, 2024.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Rinda Ayu Lestari, Dila Umnia Soraya, Novita Tri Indrasari

This work is licensed under a Creative Commons Attribution 4.0 International License.
JUKANTI Journal License
JUKANTI (Jurnal Pendidikan Teknologi Informasi) is committed to supporting open access and the dissemination of scholarly knowledge. All articles published in JUKANTI are distributed under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
Creative Commons Attribution 4.0 International License (CC BY 4.0)
Under this license, users are permitted to read, download, copy, distribute, print, search, link to, remix, transform, adapt, and build upon the published work for any lawful purpose, including commercial purposes, provided that appropriate credit is given to the original author(s) and the original publication in JUKANTI, a link to the license is provided, and any changes made are indicated.
Author Rights
Authors retain the copyright of their articles and grant JUKANTI the right of first publication. Authors are also permitted to deposit and share the published version of their articles in institutional repositories, subject repositories, personal websites, and academic networks, provided that the original publication in JUKANTI is properly cited and linked.
Author Obligations
Authors publishing with JUKANTI are responsible for ensuring that their work is original, does not infringe any copyright, and complies with applicable ethical and legal standards. Authors must obtain permission for any third-party material included in their manuscript when required.
License Information
License: Creative Commons Attribution 4.0 International License (CC BY 4.0)
License URL: https://creativecommons.org/licenses/by/4.0/
Commitment to Open Access Standards
JUKANTI is committed to maintaining transparent editorial policies, clear licensing terms, and open access publishing practices in accordance with international scholarly publishing standards.
For further questions or clarifications regarding this license, please contact the JUKANTI editorial office at edu@ucb.ac.id



