The Influence of the Teams Games Tournament Model Assisted by Quizizz Paper Mode (Q-Card) on the Motivation and Understanding of Fifth-Grade Students

The ability to understand concepts is one of the important aspects in social studies learning because students are not only required to remember information, but also to be able to explain and apply concepts in various situations. However, the learning process that is still teacher-centered causes student involvement and motivation to learn is not optimal. This study aims to analyze the influence of the Teams Games Tournament (TGT) learning model assisted by Quizizz Paper Mode (Q-Card) on learning motivation and students' ability to understand concepts in food chain materials. This study uses a quantitative approach with a pre-experimental design method through a one-group pretest-posttest design. The research sample consisted of 30 students in class V of SDN Cisiram who were selected using saturated sampling techniques. Data were collected through concept comprehension tests, learning motivation questionnaires, and documentation, then analyzed using Wilcoxon, N-Gain, and effect size tests. The results showed an increase in concept comprehension ability with an average score increasing from 39.73 to 87.70, an N-Gain value of 0.78 with a high category, and an effect size of 0.617 which showed a strong influence. The application of TGT assisted by Q-Card was also able to increase students' involvement and learning motivation. Thus, the Quizizz Paper Mode (Q-Card)-assisted TGT model is effectively used as an alternative to IPAS learning to improve students' understanding of concepts and learning motivation.

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Publication Details

Journal
Assoeltan Indonesian Journal of Community Research and Engagement
Published
2026-10-31
DOI
https://doi.org/10.70610/edujavare.2076
Primary Topic
Educational Games and Gamification
Type
article
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article

The Influence of the Teams Games Tournament Model Assisted by Quizizz Paper Mode (Q-Card) on the Motivation and Understanding of Fifth-Grade Students

Diana Ayu Rostikawati, Ahmad Mubarok, Faizya Putri, Hamidah Hamidah
Assoeltan Indonesian Journal of Community Research and Engagement
Educational Games and Gamification
article

The Influence of the Teams Games Tournament Model Assisted by Quizizz Paper Mode (Q-Card) on the Motivation and Understanding of Fifth-Grade Students

Diana Ayu Rostikawati, Ahmad Mubarok, Faizya Putri, Hamidah Hamidah
article en

Abstract

The ability to understand concepts is one of the important aspects in social studies learning because students are not only required to remember information, but also to be able to explain and apply concepts in various situations. However, the learning process that is still teacher-centered causes student involvement and motivation to learn is not optimal. This study aims to analyze the influence of the Teams Games Tournament (TGT) learning model assisted by Quizizz Paper Mode (Q-Card) on learning motivation and students' ability to understand concepts in food chain materials. This study uses a quantitative approach with a pre-experimental design method through a one-group pretest-posttest design. The research sample consisted of 30 students in class V of SDN Cisiram who were selected using saturated sampling techniques. Data were collected through concept comprehension tests, learning motivation questionnaires, and documentation, then analyzed using Wilcoxon, N-Gain, and effect size tests. The results showed an increase in concept comprehension ability with an average score increasing from 39.73 to 87.70, an N-Gain value of 0.78 with a high category, and an effect size of 0.617 which showed a strong influence. The application of TGT assisted by Q-Card was also able to increase students' involvement and learning motivation. Thus, the Quizizz Paper Mode (Q-Card)-assisted TGT model is effectively used as an alternative to IPAS learning to improve students' understanding of concepts and learning motivation.

Assoeltan Indonesian Journal of Community Research and EngagementVol. 4(02)
Universitas Bina Bangsa (ID)
Openalex Percentile: Top 5%
Educational Games and Gamification
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The Influence of the Teams Games Tournament Model Assisted by Quizizz Paper Mode (Q-Card) on the Motivation and Understanding of Fifth-Grade Students — Diana Ayu Rostikawati, Ahmad Mubarok, et al. · Assoeltan Indonesian Journal of Community Research and Engagement (2026) | TGRS Research Map | TGRS