PENGARUH GAME EDUKASI QUIZIZZ TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIKA SISWA KELAS IV

Authors

  • Dias Septiani Universitas Muhammadiyah Jakarta
  • Venni Herli Sundi Universitas Muhammadiyah Jakarta

DOI:

https://doi.org/10.23969/jp.v9i2.12920

Keywords:

quizizz educational game, critical thinking skills, elementary students

Abstract

The problem behind this research is the unavailability of learning media that is used as a support for the main media that can make it easier for students to understand the subject matter taught by the teacher, especially learning media that is creative, varied, and interesting for students. The purpose of this study was to determine the difference between the experimental class and the control class using the quizizz educational game on the critical thinking ability of fourth grade mathematics students and how much the quizizz educational game affects students' critical thinking. This research was conducted at SD Negeri Kalibata 07 in early November to December 2023, with the research target of class IV totaling 54 students, 27 experimental classes, and 27 control classes using quota samples. The method used in this research is quantitative experiment quasi experiment type and with posttest only control group design. The data collection techniques used were observation, tests, and documentation. Then the data was analyzed and processed using SPSS version 22. The results of hypothesis analysis using the T test prove that there are differences between experimental classes and control classes using quizizz educational games on students' critical thinking skills.

Downloads

Download data is not yet available.

References

Arikunto, S. (2019). Evaluasi Program In-Service Training Guru SMK di BLPT Yogyakarta. Jurnal Akuntabilitas Manajemen Pendidikan, 7(2), 160-173. DOI: 10.21831/amp.v7i2.26654.

Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of emerging technologies in learning, 13(2). 72-93.

Iswan. Sundi, Venni Herli. Bahar, Herwina. (2021). Pendampingan Orang Tua dalam Mengatasi Kesulitas Belajar Matematika Pada Masa Pandemi Covid-19. 135-142.

Jamun, Y. M. (2018). Dampak teknologi terhadap pendidikan. Jurnal Pendidikan dan Kebudayaan Missio, 10(1), 48-52.

Karim, K., & Normaya, N. (2020). Kemampuan Berpikir Kritis Siswa dalam Pembelajaran dalam Pembelajaran Matematika dengan Menggunakan Model Jucama di Sekolah Menengah Pertama. EDU- MAT: Jurnal Pendidikan Matematika, 3(1). 92-104.

DOI: http://dx.doi.org/10.20527/edumat.v3i1.634

Mitrohardjono, M., & Yunus, M. (2021). Pengembangan Tehnologi Di Era Industri 4.0 Dalam Pengelolaan Pendidikan Sekolah Dasar Islam Plus Baitul Maal. Jurnal Tahdzibi: Manajemen Pendidikan Islam, 3(2), 129-138.

Muttaqien, A. R., Suprijono, A., Purnomo, N. H., & AP, D. B. R. (2021). The influence of cooperative learning model types of teams games tournaments on students' critical thinking ability. International Journal for Educational and Vocational Studies, 3(6), 432-437.

DOI: https://doi.org/10.29103/ijevs.v3i6.4620

Noor, N. L. A. (2019). Analisis Kemampuan Berpikir Kritis Matematis Ditinjau dari Gaya Kognitif Implusif dan Reflektif. Jurnal Pendidikan.

Sianturi, A., Sipayung, T. N., & Simorangkir, F. M. A. (2018). Pengaruh model problem based learning (PBL) terhadap kemampuan berpikir kritis matematis siswa SMPN 5 Sumbul. UNION: Jurnal Ilmiah Pendidikan Matematika, 6(1).

Sugiyono. (2017). Statistika Untuk Penelitian. Bandung: Alfabeta.

Zhao, F. (2019). Using Quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37-43. DOI: https://doi.org/10.5430/ijhe.v8n1p37

Downloads

Published

2024-05-16