EFEKTIVITAS PENGGUNAAN MEDIA DIGITAL QUIZIZZ TERHADAP MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN AKIDAH AKHLAK DI MTSN 3 BUNGO
DOI:
https://doi.org/10.23969/jp.v8i3.51472Keywords:
Digital Media; Animated Video; Quizizz; Learning Motivation; Aqidah Akhlaq; ARCS Model; Madrasah EducationAbstract
ABSTRACT
Digital transformation demands pedagogical adaptation in Islamic religious education, particularly in Aqidah Akhlaq, which often faces low learning motivation due to textual and monotonous approaches. This study aimed to analyze the effectiveness of animated videos and the Quizizz platform on students’ learning motivation, and to identify the most impactful pedagogical mechanisms. A quasi-experimental pretest-posttest control group design involved 90 eighth-grade students of MTSN 3 Kabupaten Bungo, randomly assigned into three groups: Experiment 1 (animated video), Experiment 2 (Quizizz), and Control (conventional). Instruments included an ARCS-based motivation questionnaire (expert-validated CVI = 0.89; α = 0.87), implementation observation sheets, and reflective teacher notes. Data were analyzed using prerequisite tests, one-way ANOVA, Tukey post-hoc, normalized gain (N-gain), and thematic analysis. Results showed average motivation increases: control 12.4% (N-gain = 0.18), animated video 34.7% (N-gain = 0.52), and Quizizz 41.2% (N-gain = 0.63). ANOVA confirmed significant differences among groups (F(2,87) = 18.43; p < 0.001; η² = 0.298). Post-hoc tests indicated Quizizz was significantly more effective than animated video (p = 0.032) and control (p < 0.001). Qualitative data revealed that Quizizz gamification triggered attention and relevance through instant feedback and healthy competition, while animated videos optimized confidence through visualization of abstract aqidah concepts. It is concluded that digital media significantly enhances Aqidah Akhlaq learning motivation, with Quizizz yielding the highest impact on intrinsic motivation and behavioral engagement. The study recommends structured integration of digital media based on chunking design and measurable gamification mechanisms, alongside TPACK training for madrasah teachers.
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