The Effect of Using Quizizz On Students’ Learning Motivation In MAN 2 Samarinda

  • Muhammad Rezza Nur Rahman Universitas Islam Negeri Sultan Aji Muhammad Idris Samarinda
  • Ahmad Riyadi Universitas Islam Negeri Sultan Aji Muhammad Idris Samarinda
  • Darwis Darwis Universitas Islam Negeri Sultan Aji Muhammad Idris Samarinda
  • Imroatul Musfirah Universitas Islam Negeri Sultan Aji Muhammad Idris Samarinda
Keywords: Al-Qur’an Hadis, Motivasi Belajar Siswa, Quizizz.

Abstract

 

A B S T R A C T

Surveys conducted by researchers stated that 63.1% of the 130 students of class XI Regular in MAN 2 Samarinda felt that learning Al-Qur'an Hadith was boring. This research was conducted to determine the magnitude of effect using Quizizz on students’ learning motivation in the subject Al-Qur’an Hadith in MAN 2 Samarinda. This research uses quantitative type with pre-experimental approach and one group pretest-posttest design. Sample was selected by simple purposive sampling techniques with some criteria and obtained 32 students at XI IPS 1 as a sample. To collected data, researchers used questionnaire on students’ learning motivation in the subject Al-Qur’an Hadith. Data analysis using non-parametric statistic with Wilcoxon, supported with SPSS version 20 Program. The result showed Asymptotic Significance level was 0,00 < 0,05, which means there was effect using Quizizz on students’ learning motivation. Descriptive analysis showed average increase 21% generated from the difference average pretest and posttest data.

References

About Us—Quizizz. (n.d.). Retrieved March 19, 2023, from https://quizizz.com/about?fromBrowserLoad=true
Ahmad, H., Latif, A., & Al Yakin, A. (2021). Media Quizizz Sebagai Aplikasi Assessment Pembelajaran. Nas Media Pustaka.
Ahmad, S., & Hodsay, Z. (2020). Profesi Kependidikan dan Keguruan. Deepublish.
Anak, C. C. Y., & Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. Journal of Education and E-Learning Research, 8(1), 103–108. https://doi.org/10.20448/journal.509.2021.81.103.108
Anugrawati, S., & Hermansyah, T. (2020). Use of Quizizz Education Game Assessment Media Towards Students’ Motivation in Online Learning. What Is Elementary Education Need for Sustainable Development, 3, Article 1.
Asrifan, A., Al Yakin, A., Muthmainnah, & Taslim. (2020). Tutorial Penggunaan Quizizz (www.quizizz.com) Pada Pembelajaran. OSF Preprints. https://osf.io/kqnza/
Astuti, D., & Fatimah, S. (2022). Pengaruh Penggunaan Media Quizizz Terhadap Motivasi Belajar Peserta Didik pada Mata Pelajaran Ekonomi di SMA Negeri 10 Palembang. Jurnal Pendidikan Ekonomi (JPE), 2(1), 7–16.
Batubara, H. H. (2021). Media Pembelajaran Digital. PT Remaja Rosdakarya.
Bernard, H. R. (2000). Social Research Methods: Qualitative and Quantitative Approaches. Sage Publications.
Bukhori, P. M. (2020). Al-Qur’an Hadis MA Kelas XI (H. A. Fawaid, Ed.; Cet. ke-1). Direktorat KSKK Madrasah, Direktorat Jenderal Pendidikan Islam, Kementerian Agama RI.
Darman, R. A. (2020). Belajar dan Pembelajaran. Guepedia.
Djaali. (2020). Metodologi Penelitian Kuantitatif (B. S. Fatmawati, Ed.). Bumi Aksara.
Erna. (2022). Permainan dalam Pembelajaran Sebagai Motivasi Belajar di Era New Normal. Pusat Pengembangan Pendidikan dan penelitian Indonesia.
Hamid, M. A., Ramadhani, R., Masrul, M., Juliana, J., Safitri, M., Munsarif, M., Jamaludin, J., & Simarmata, J. (2020). Media Pembelajaran. Yayasan Kita Menulis.
Havik, T., & Westergård, E. (2020). Do Teachers Matter? Students’ Perceptions of Classroom Interactions and Student Engagement. Scandinavian Journal of Educational Research, 64(4), 488–507. https://doi.org/10.1080/00313831.2019.1577754
Karyono, T. (2022). Olah Pikir Menuju Guru Pembina Utama. Pustaka Referensi.
Kounlaxay, K., Shim, Y., Kang, S.-J., Kwak, H.-Y., & Kim, S. K. (2021). Learning Media on Mathematical Education Based on Augmented Reality. KSII Transactions on Internet and Information Systems (TIIS), 15(3), 1015–1029. https://doi.org/10.3837/tiis.2021.03.011
Lestari, E. T. (2020). Cara Praktis Meningkatkan Motivasi Siswa Sekolah Dasar. Deepublish.
Makki, I., & Aflahah. (2019). Konsep Dasar Belajar dan Pembelajaran (Moh. Afandi, Ed.). Duta Media Publishing.
Mei, S. Y., Ju, S. Y., & Adam, Z. (2018). Implementing Quizizz as Game Based Learning in The Arabic Classroom. European Journal of Social Science Education and Research, 5(1), 194–198. https://doi.org/10.2478/ejser-2018-0022
Menteri Agama Republik Indonesia. (2013). Kurikulum Madrasah 2013 Mata Pelajaran Pendidikan Agama Islam dan Bahasa Arab [Peraturan]. Kementerian Agama Republik Indonesia.
Menteri Agama Republik Indonesia. (2019). Kurikulum PAI dan Bahasa Arab [Keputusan Menteri Agama]. Kementerian Agama Republik Indonesia.
Mujahidin, A. A., Salsabila, U. H., Hasanah, A. L., Andani, M., & Aprillia, W. (2021). Pemanfaatan Media Pembelajaran Daring (Quizizz, Sway, dan Wordwall) Kelas 5 di SD Muhammadiyah 2 Wonopeti. Innovative: Journal Of Social Science Research, 1(2), Article 2. https://doi.org/10.31004/innovative.v1i2.3109
Ngabidin, M. (2021). Pembelajaran di Masa Pandemi, Inovasi Tiada Henti (Kumpulan Best Practices Inovasi Pembelajaran). Deepublish.
Oktaberliana, D. W., Pramesti, A. C. A., Ridha, A. A., & Harjunowibowo, D. (2022). The Effect of Gamification on Student’s Learning Motivation: A Mini Review. Specialusis Ugdymas, 1(43), 7938–7954.
Pakpahan, A. F., Ardiana, D. P. Y., Mawati, A. T., Wagiu, E. B., Simarmata, J., Mansyur, M. Z., Ili, L., Purba, B., Chamidah, D., Kaunang, F. J., Jamaludin, & Iskandar, A. (2020). Pengembangan Media Pembelajaran. Yayasan Kita Menulis.
Parnawi, A. (2019). Psikologi Belajar. Deepublish.
Purba, O. N., Rahayu, S., Khairot, I., & Damanik, D. R. Br. (2022). Media Pembelajaran Quizizz Untuk Guru dan Dosen. CV Literasi Nusantara Abadi.
Rahmat, P. S. (2018). Psikologi Pendidikan (Y. N. I. Sari, Ed.). Bumi Aksara.
Republik Indonesia. (2003). Undang-undang tentang Sistem Pendidikan Nasional no. 20 Tahun 2003.
Riyadi, A., & Khojir. (2022). Esensialisme dalam Perspektif Filsafat Pendidikan Islam. Pengantarabangsaan Penyelidikan Al-Qur’an & Al-Sunnah, 248–256.
Rosiyanti, H., Widyasari, R., Ardiansyah, A. F., & Istiqomah, S. (2020). Pengaruh Pemberian Soal Pemahaman Berbantuan Media Quizizz Terhadap Motivasi Belajar Siswa SMP Labschool FIP UMJ. Prosiding Seminar Nasional Penelitian LPPM UMJ, 1(1).
Salsabila, U. H., Habiba, I. S., Amanah, I. L., Istiqomah, N. A., & Difany, S. (2020). Pemanfaatan Aplikasi Quizizz sebagai Media Pembelajaran di Tengah Pandemi pada Siswa SMA. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 4(2), Article 2. https://doi.org/10.22437/jiituj.v4i2.11605
Sariani, N., Prihantini, Winarti, P., Indrawati, Jumadi, Suradi, A., & Satria, R. (2021). Belajar dan Pembelajaran. Edu Publisher.
Shakir Azfar Abdul Halim, M., Hashim, H., & Md Yunus, M. (2020). Pupils’ Motivation and Perceptions on ESL Lessons through Online Quiz-Games. Journal of Education and E-Learning Research, 7(3), 229–234. https://doi.org/10.20448/journal.509.2020.73.229.234
Siahaan, A., Rafida, T., & Batubara, K. (2020). Influence of Madrasah Head Leadership, Motivation and Madrasah Culture on Teacher Performance in Madrasah Aliyah Model 2 Medan. Budapest International Research and Critics Institute-Journal (BIRCI-Journal), 3(3), Article 3. https://doi.org/10.33258/birci.v3i3.1150
Thrun, S., & Pratt, L. (2012). Learning to Learn. Springer Science & Business Media.
Ulhusna, M., Dewimarni, S., & Rismaini, L. (2021). Sosialisasi Quizizz sebagai Media Pembelajaran Berbasis DIgital pada Masa Pandemi. Pekodimas: Jurnal Pengabdian Kepada Masyarakat, 1(2), 156–165.
Wasyik, T., & Muhid, A. (2020). The Urgency of Classical Learning Motivation in the Millennial Era: Al-Zarnuji’s Perspective. Nazhruna: Jurnal Pendidikan Islam, 3(3), Article 3. https://doi.org/10.31538/nzh.v3i3.772
Yulianto, I., Warsono, W., Nasution, N., & A.p, D. B. R. (2020). The Effect of Learning Model STAD (Student Team Achievement Division) Assisted by Media Quizizz on Motivation and Learning Outcomes in Class XI Indonesian History Subjects at SMA Trimurti Surabaya. International Journal for Educational and Vocational Studies, 2(11), Article 11. https://doi.org/10.29103/ijevs.v2i11.2746
Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, 8(1), 37–43. https://doi.org/10.5430/ijhe.v8n1p37
Published
2024-01-13
How to Cite
Nur Rahman, M., Riyadi, A., Darwis, D., & Musfirah, I. (2024). The Effect of Using Quizizz On Students’ Learning Motivation In MAN 2 Samarinda. Jurnal Tarbiyah Dan Ilmu Keguruan Borneo, 5(1), 77-90. https://doi.org/10.21093/jtikborneo.v5i3.7715