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UPAYA MENINGKATKAN KEAKTIFAN BELAJAR MATEMATIKA MELALUI GAME EDUKASI QUIZIZZ DI KONDISI NEW NORMAL KELAS XII IPA SMAN 1 SUNGAI TABUK
Author(s) -
DWI AGOES SUMARNI
Publication year - 2022
Publication title -
action
Language(s) - English
Resource type - Journals
eISSN - 2798-5741
pISSN - 2798-5733
DOI - 10.51878/action.v2i1.910
Subject(s) - mathematics education , mathematics , class (philosophy) , computer science , artificial intelligence
The purpose of this study was to increase the mathematics learning motivation of the XII IPA grade students of SMAN 1 Sungai Tabuk through the Quizizz Educational Media Game learning and to describe the increase in mathematics learning achievement of the XII IPA grade students of SMAN 1 Sungai Tabuk. This research uses action research in three cycles at SMAN 1 Sungai Tabuk. Each cycle consists of four stages, namely: planning, implementation, observation, and reflection. The target of this research is class students. The data obtained in the form of student learning outcomes, observation sheets of teaching and learning activities. From the results of the analysis, it was found that the learning activity of students in the New Normal condition of class XII IPA SMAN 1 Sungai Tabuk experienced an increase from cycle I to cycle III, namely cycle I (67.7%), cycle II (75%), and cycle III. (87.5%). The conclusion of this research is that the cooperative method of educational game media Quizizz can have a positive effect on the learning achievement motivation of class XII science students at SMAN 1 Sungai Tabuk, and this learning model can be used as an alternative for learning mathematics.ABSTRAKTujuan dari penelitian ini adalah untuk meningkatkan motivasi belajar matematika peserta didik kelas XII IPA SMAN 1 Sungai Tabuk melalui pembelajaran Media Game Edukasi Quizizz dan untuk mendeskripsikan peningkatan prestasi belajar matematika peserta didik kelas XII IPA SMAN 1 Sungai Tabuk. Penelitian ini menggunakan penelitian tindakan (action research) sebanyak tiga siklus di SMAN 1 Sungai Tabuk. Setiap siklus terdiri dari empat tahap yaitu : perencanaan, pelaksanaan, observasi, dan refleksi. Sasaran penelitian ini adalah peserta didik kelas. Data yang diperoleh berupa hasil belajar peserta didik, lembar observasi kegiatan belajar mengajar. Dari hasil analisis didapatkan bahwa keaktifan belajar matematika peserta didik di Kondisi New Normal Kelas XII IPA SMAN 1 Sungai Tabuk mengalami peningkatan dari siklus I sampai siklus III, yakni siklus I (67,7%), siklus II (75%), dan siklus III (87,5%). Kesimpulan dari penelitian ini adalah metode kooperatif media game edukasi Quizizz dapat berpengaruh positif terhadap motivasi prestasi belajar peserta didik kelas XII IPA SMAN 1 Sungai Tabuk, serta model pembelajaran ini dapat digunakan sebagai salah satu alternative pembelajaran matematika.

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