The Influence of Quizizz-assisted Teams Games Tournament on Mathematics Learning Outcomes for Grade V Elementary School

Authors

  • Ahmad Misbahul Munir Universitas Muria Kudus, 59327 Kudus, Central Java, INDONESIA
  • Murtono Universitas Muria Kudus, 59327 Kudus, Central Java, INDONESIA
  • Eko Darmanto Universitas Muria Kudus, 59327 Kudus, Central Java, INDONESIA

DOI:

https://doi.org/10.53797/anp.jssh.v3sp2.11.2022

Keywords:

Mathematics learning outcomes, teams games tournament, quizizz

Abstract

Mathematics is a tool to develop the necessary methods both to solve problems in everyday life and to support the progress of science and technology. Common problems in mathematics education include: low competitiveness in the international arena, low academic achievement when compared to other subjects, low interest in learning mathematics because children's assumptions about mathematics are difficult, especially with the lecture method. The background of this research is the low learning outcomes of fifth-grade mathematics in the Karangawen District. The purpose of this study was to analyze the effect of Quizizz-assisted Teams Games Tournament on mathematics learning outcomes for the fifth-grade elementary school data presentation material. This research is a quasi-experimental study with a nonequivalent control group design. By purposive sampling, the sample was determined, namely 30 students of class V Public Primary School No. 2 Rejosari as the experimental class and 28 students of class V Public Primary School No. 2 Rimbukidul, Karangawen sub-district as the control class. The research instrument is a test. Data analysis technique with data description, normality test and homogeneity test, t-test, and N-Gain. The N-Gain test results for the experimental class were 63% categorized as "Effective" while the control class was 30% categorized as "Less Effective". The results of the t-test with independent samples test obtained t count (5.665) > t table (2.004), and the significance value (2-tailed) was 0.000 < 0.05. From these results, it was concluded that there was an effect on the use of Quizizz-assisted TGT on the mathematics learning outcomes of the fifth-grade elementary school data presentation material in Karangawen District, Demak Regency. the application of the Cooperative Learning model of the Teams Games Tournament type can be used as an alternative solution to learning models that can be applied in limited conditions during the pandemic because students can continue to study in groups and the use of media or interactive quiz-based evaluation tools such as Quizizz can create a fun learning environment and can motivate students to follow the lesson well.

Downloads

Download data is not yet available.

References

Ashong, C. Y., & Commander, N. E. (2012). Ethnicity, gender, and perceptions of online learning in higher education. MERLOT Journal of Online Learning and Teaching, 8(2).

Chong, F. Y., & Sungap, L. (2021). Relationship and Influence of Metacognitive Awareness on Management Mathematics Achievement among Malaysian Polytechnic Marketing Diploma Students: Hubungan dan Pengaruh Kesedaran Metakognitif Terhadap Pencapaian Matematik Pengurusan dalam kalangan Pelajar Diploma Pemasaran Politeknik Malaysia. Asian Pendidikan, 1(1), 55-62. https://doi.org/10.53797/aspen.v1i1.7.2021

Fadly, R. D., Sulastry, T., & Side, S. (2020). Pengaruh Penggunaan Aplikasi Quizizz pada Model Pembelajaran Kooperatif Tipe Teams Games Tournament terhadap Hasil Belajar Peserta Didik Kelas XI MIA SMAN 1 Gowa (Studi Materi Pokok Larutan Penyangga) The Effect of Using Quizizz Application on Cooperative Learning Model of. Chemica: Jurnal Ilmiah Kimia dan Pendidikan Kimia, 21(1), 100-108.

Faidah, S. T. R. (2020). Penggunaan Metode Team Games Turnamen (Tgt) Berbantu Kahoot Dan Quizizz Terhadap Hasil Belajar Dan Kemampuan Berfikir Kreatif Pada Siswa SMA (Doctoral dissertation, Universitas Pendidikan Indonesia).

Harun, F., Suparman., Hairun, Y., Machmud, T., & Alhaddad, I. (2021). Improving Students’ Mathematical Communication Skills through Interactive Online Learning Media Design. Journal of Technology and Humanities, 2(2), 17-23. https://doi.org/10.53797/jthkkss.v2i2.3.2021

Juita, H. R., & Widiyarto, S. (2019, March). The Effectiveness of Cooperative Learning Methods: A case study of writing learning at Junior High School. In Second Conference on Language, Literature, Education, and Culture (ICOLLITE 2018) (pp. 266-268). Atlantis Press.

Khairiah, R. (2018). Pengaruh Model Pembelajaran Team Games Tournament Untuk Meningkatkan Hasil Belajar Siswa Mata Pelajaran Ips Kelas V MIN Medan Maimun (Doctoral dissertation, Universitas Islam Negeri Sumatera Utara).

Khotima, D. A., Su’ad, Santoso, & Pratama, H. (2022). The Effectiveness of Android-Based Science Learning Model to Increase Student Learning Outcomes. Asian Pendidikan, 2(1), 33-41. https://doi.org/10.53797/aspen.v2i1.5.2022

Mulyanto, H., Gunarhadi, G., & Indriayu, M. (2018). The effect of problem-based learning model on student mathematics learning outcomes viewed from critical thinking skills. International Journal of Educational Research Review, 3(2), 37-45.

Razak, F. (2016). The effect of cooperative learning on mathematics learning outcomes viewed from students’ learning motivation. JRAMathEdu (Journal of Research and Advances in Mathematics Education), 1(1), 49-55.

Rohmah, S., Majdi, A. H., & Utaminingsih, S. (2022). Development of Social Study Teaching Materials Based on Local Wisdom of Central Java to Improve Learning Outcomes of Fourth Grade Elementary School. Uniglobal Journal of Social Sciences and Humanities, 1(1), 68–75. https://doi.org/10.53797/ujssh.v1i1.10.2022

Rusman. (2011). Model-model pembelajaran: Mengembangkan profesionalisme guru. Rajawali Pers/PT Raja Grafindo Persada.

Sawitri, S., Rahayu, N. T., Fatmawati, E., Zaelani, M., Elihami, E., & Arif, M. (2021). Implementation of Java cultural education in elementary school in Yogyakarta. Linguistics and Culture Review, 5(S3), 1285-1298.

Tambunan, H., Sinaga, B., & Widada, W. (2021). Analysis of Teacher Performance to Build Student Interest and Motivation towards Mathematics Achievement. International Journal of Evaluation and Research in Education, 10(1), 42-47.

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729.

Downloads

Published

2022-08-09

How to Cite

Munir, A. M., Murtono, & Darmanto, E. (2022). The Influence of Quizizz-assisted Teams Games Tournament on Mathematics Learning Outcomes for Grade V Elementary School. ANP Journal of Social Science and Humanities , 3, 85-89. https://doi.org/10.53797/anp.jssh.v3sp2.11.2022

Most read articles by the same author(s)