Peningkatan Motivasi Belajar Matematika Siswa Kelas IV Sekolah Dasar dengan Game Interaktif QuizWhizzer

Learning mathematics is considered boring, challenging and only focuses on formulas and practice questions. The low motivation to learn from students in mathematics lessons is the basis for conducting this Kleas Action Research (PTK). The aim of this PTK is to use the interactive game QuizWhizzer to increase motivation to learn mathematics. From the research results of the implementation of the QuizWhizzer game, data was obtained that the pre-cycle stage got a percentage of 53.3% in the low category, in the first cycle stage it got a percentage of 69.5% which was categorized as medium, in the second cycle it got a percentage of 89.3% which was considered high. Thus, the QuizzWhizzer game can help students motivate themselves to learn mathematics.

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Publication Details

Journal
Journal Innovation In Education
Published
2024-10-26
DOI
https://doi.org/10.59841/inoved.v2i4.1916
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

Peningkatan Motivasi Belajar Matematika Siswa Kelas IV Sekolah Dasar dengan Game Interaktif QuizWhizzer

Pinkan Amita Tri Prasasti, Ardila Ardila, Ritha Hima Watie
Journal Innovation In Education
Educational Methods and Media Use
article

Peningkatan Motivasi Belajar Matematika Siswa Kelas IV Sekolah Dasar dengan Game Interaktif QuizWhizzer

Pinkan Amita Tri Prasasti, Ardila Ardila, Ritha Hima Watie
article en

Abstract

Learning mathematics is considered boring, challenging and only focuses on formulas and practice questions. The low motivation to learn from students in mathematics lessons is the basis for conducting this Kleas Action Research (PTK). The aim of this PTK is to use the interactive game QuizWhizzer to increase motivation to learn mathematics. From the research results of the implementation of the QuizWhizzer game, data was obtained that the pre-cycle stage got a percentage of 53.3% in the low category, in the first cycle stage it got a percentage of 69.5% which was categorized as medium, in the second cycle it got a percentage of 89.3% which was considered high. Thus, the QuizzWhizzer game can help students motivate themselves to learn mathematics.

Journal Innovation In EducationVol. 2(4)
Munger University (IN), Universitas PGRI Madiun (ID)
Openalex Percentile: Top 50%
Educational Methods and Media Use
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