The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level
This study aims to determine the effect of Quizizz games on increasing motivation and social studies learning outcomes for class VII students of SMPN 7 Purwokerto. True Experimental Design. This experimental research design uses two groups, namely the experimental group and the control group. The d...
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Format: | Article |
Language: | English |
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Fakultas Tarbiyah Institut Agama Islam Sunan Giri Ponorogo
2023-09-01
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Series: | Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme |
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Online Access: | https://ejournal.insuriponorogo.ac.id/index.php/scaffolding/article/view/3442 |
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author | Agustina Kartini Sriyanto Sriyanto |
author_facet | Agustina Kartini Sriyanto Sriyanto |
author_sort | Agustina Kartini |
collection | DOAJ |
description |
This study aims to determine the effect of Quizizz games on increasing motivation and social studies learning outcomes for class VII students of SMPN 7 Purwokerto. True Experimental Design. This experimental research design uses two groups, namely the experimental group and the control group. The data collection technique used interviews, tests (pretest and posttest), and observation, with a sample of 74 students from 286 students from class VII SMP N 7 Purwokerto. The purposive sampling technique showed that the class used as the control class was class VIIB, with 34 students; the treatment was given using traditional learning methods. Class VII A is used as an experimental class with the learning process using the Quizizz learning application. Based on the results of research conducted by Quizizz, learning media can be declared capable of increasing student motivation and learning outcomes. The effect of Quizizz learning media on increasing motivation and learning outcomes using the test declares the Wilcoxon value of Asymp. The sign (2-tailed) is 0.000. Because the Asymp. The sign (2-tailed) is less than 0.05. Ho is rejected, and Ha is accepted, so it is concluded that using learning media based on Quizizz educational games affects increasing motivation and learning outcomes of social studies class VII students of SMPN 7 Purwokerto.
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first_indexed | 2024-03-12T02:50:26Z |
format | Article |
id | doaj.art-847898e1d6414d0c9d23730923dcf8c2 |
institution | Directory Open Access Journal |
issn | 2656-4548 2656-4491 |
language | English |
last_indexed | 2024-03-12T02:50:26Z |
publishDate | 2023-09-01 |
publisher | Fakultas Tarbiyah Institut Agama Islam Sunan Giri Ponorogo |
record_format | Article |
series | Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme |
spelling | doaj.art-847898e1d6414d0c9d23730923dcf8c22023-09-04T03:27:25ZengFakultas Tarbiyah Institut Agama Islam Sunan Giri PonorogoScaffolding: Jurnal Pendidikan Islam dan Multikulturalisme2656-45482656-44912023-09-015310.37680/scaffolding.v5i3.3442The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School LevelAgustina Kartini0Sriyanto Sriyanto1Universitas Muhammadiyah Purwokerto; IndonesiaUniversitas Muhammadiyah Purwokerto; Indonesia This study aims to determine the effect of Quizizz games on increasing motivation and social studies learning outcomes for class VII students of SMPN 7 Purwokerto. True Experimental Design. This experimental research design uses two groups, namely the experimental group and the control group. The data collection technique used interviews, tests (pretest and posttest), and observation, with a sample of 74 students from 286 students from class VII SMP N 7 Purwokerto. The purposive sampling technique showed that the class used as the control class was class VIIB, with 34 students; the treatment was given using traditional learning methods. Class VII A is used as an experimental class with the learning process using the Quizizz learning application. Based on the results of research conducted by Quizizz, learning media can be declared capable of increasing student motivation and learning outcomes. The effect of Quizizz learning media on increasing motivation and learning outcomes using the test declares the Wilcoxon value of Asymp. The sign (2-tailed) is 0.000. Because the Asymp. The sign (2-tailed) is less than 0.05. Ho is rejected, and Ha is accepted, so it is concluded that using learning media based on Quizizz educational games affects increasing motivation and learning outcomes of social studies class VII students of SMPN 7 Purwokerto. https://ejournal.insuriponorogo.ac.id/index.php/scaffolding/article/view/3442Education Quizizz StrategyIPS LearningLearning MotivationLearning OutcomeSMP N 7 Purwokerto |
spellingShingle | Agustina Kartini Sriyanto Sriyanto The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Education Quizizz Strategy IPS Learning Learning Motivation Learning Outcome SMP N 7 Purwokerto |
title | The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level |
title_full | The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level |
title_fullStr | The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level |
title_full_unstemmed | The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level |
title_short | The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level |
title_sort | effect of the quizizz game on increasing motivation and social studies learning outcomes at the junior high school level |
topic | Education Quizizz Strategy IPS Learning Learning Motivation Learning Outcome SMP N 7 Purwokerto |
url | https://ejournal.insuriponorogo.ac.id/index.php/scaffolding/article/view/3442 |
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