PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI BERUPA QUIZIZZ TERHADAP MINAT BELAJAR SEKOLAH DASAR

Yuni Eggriani Aruan, Reksa Adya Pribadi, Patra Aghtiar Rakhman

Abstract


This study aimed to determine the effect of using the gamification-based Quizizz learning media on elementary school students’ learning interest. A quantitative approach was employed using a quasi-experimental method with a nonequivalent control group design. The subjects consisted of 74 fourth-grade students at SDN Pamindangan, Serang City, comprising 39 students in the experimental group and 35 students in the control group. The sample was selected using cluster random sampling. The research instrument was a learning interest questionnaire consisting of 20 statements. Data were collected through pretests and posttests and analyzed using descriptive statistics, the Lilliefors normality test, N-Gain calculation, and hypothesis testing using the Mann-Whitney U test. The results showed that the mean learning interest score in the experimental group increased from 14.461 to 19.794, while the control group increased only from 10.62 to 10.91. The experimental group obtained a mean N-Gain score of 0.91, categorized as very high, compared with 0.01 for the control group. The Mann-Whitney test yielded Zcount = 11.53 > Zval= 1.645 at a significance level of 0.05. Thus, H? was rejected and H? was accepted, indicating that Quizizz had a positive and significant effect on fourth-grade students’ learning interest.

Keywords


Quizizz; gamification-based learning media; learning interest; elementary school

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DOI: https://doi.org/10.31932/jpdp.v12i2.6789

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