PENGARUH PENGGUNAAN APLIKASI QUIZWHIZZER SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF TERHADAP HASIL BELAJAR SISWA KELAS IV SD GMIT AIRNONA 2 KOTA KUPANG

Authors

  • Antonius Suban Hali Universitas Nusa Cendana
  • Martha Kristin Kota Universitas Nusa Cendana
  • Vickry Alfarido Haning Universitas Nusa Cendana

DOI:

https://doi.org/10.23969/jp.v9i04.17998

Keywords:

quizwhizzer application, learning outcomes

Abstract

This research is a quantitative study aims to determine the existence of a significant influence between the use of the QuizWhizzer application on student learning outcomes on the material form of objects in class IV SD GMIT Airnona 2 Kupang City. This study uses correlational statistical methods because in this study measuring two variables. The population used in this study were grade IV students of GMIT Airnona 2 Elementary School totaling 28 people. The sampling technique used was a saturated sample where all the population was used as a sample. Data collection techniques are observation, tests and document studies. The results of the research conducted by the researcher show that there is an effect of using the QuizWhizzer application on learning outcomes. This is evidenced by the normality test which shows a significant value of 0.200> 0.05 so that the data is normally distributed, the homogeneity test results show (sig) Levene's of 0.401> 0.05 so that the data obtained is homogeneous and the results of hypothesis testing using paired sample T-test show that the significance value (2-tailed) is 0.000. This shows that the significance level (2-tailed) <0.05 which means Ho is rejected and Ha is accepted. So it can be concluded that the use of QuizWhizzer-based learning media is quite effective in improving the learning outcomes of grade IV students in the IPAS subject matter of the form of objects at GMIT Airnona 2 Elementary School.

Downloads

Download data is not yet available.

References

Agustin, R., Nurmalina, N., & Noviardila, I. (2021). Peranan Media Interaktif Animasi Terhadap Minat Belajar Pada Mata Pelajaran Bahasa Indonesia Pada Siswa Kelas IV SD Negeri 019 Tanjung Sawit Kecamatan Tapung Kabupaten Kampar Pembelajaran 2020/2021. Jurnal Pendidikan Dan Konseling (JPDK), 3(1), 71-79.

Al Fasyi, M. C. (2015). Pengaruh penggunaan media video terhadap hasil belajar IPA siswa kelas IV SD Negeri Ngoto Bantul Yogyakarta. Basic Education, 4(16).

Arikunto, S. (2006). Prosedur Penelitian. Jakarta: Rineka Cipta.

Arikunto, S. (2010). Prosedur Penelitian: Suatu Pendekatan Praktek. Jakarta: Rineka Cipta.

Azwar, S. (2007). Tes Prestasi: Pengukuran, Penilaian, dan Pengembangan. Yogyakarta: Pustaka Pelajar.

Azwar, Saifuddin. (2010). Metode Penelitian. Yogyakarta: Pustaka Pelajar.

Faijah, N., Nuryadi, N., & Marhaeni, N.H. (2021, December). QuizWhizzer-Assisted Educational Game Design to Improve Students' Conceptual Understanding Skills. In Multidiscipline International Conference, 1(1), 455-461.

Hariyadi, S. (2003). Perkembangan peserta didik. Semarang: IKIP Semarang.

Meileni, H., Satriadi, I., Oktrapriandi, S., & Apriyanty, D. (2021). Model aplikasi digital learning menggunakan nethboard untuk pembelajaran daring. Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi, 10(3), 525-532.

Riadi, Edi. (2016). Statistika Penelitian (Analisis Manual dan IBM SPSS). Yogyakarta: Penerbit Andi.

Santoso, S. (2010). Mastering SPSS 18. Jakarta: PT Elex Media Komputindo.

Setyawan, I. D. A. (2021). Petunjuk Praktikum Uji Normalitas & Homogenitas Data Dengan SPSS. Penerbit Tahta Media Group.

Sugiyono. (2017). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Wijoyo, A. (2018). Pengaruh Hasil Belajar Siswa dengan Menggunakan Multi Media Pembelajaran Interaktif untuk Sekolah Menengah Pertama dan Sekolah Menengah Atas. Jurnal Informatika Universitas Pamulang, 3(1), 46-55

Downloads

Published

2024-12-01