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Pengaruh Penggunaan Media Pembelajaran Berbasis Quizizz Terhadap Minat Belajar Mahasiswa Pendidikan Matematika Lilik Nur Susilowati; Dewi Putri Yanti; Moh. Syadidul Itqan
Relevancia: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 02 (2025): Relevancia: Jurnal Pendidikan dan Pembelajaran
Publisher : CV Edujavare Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70610/rjp.v2i02.910

Abstract

In the learning process, creating an environment or learning atmosphere that stimulates active participation of students is very important, because students will find it easier to understand the concepts taught when they are actively involved. This study aims to determine the extent to which learning media using the quizizz application affects mathematics education students. This study uses a quantitative method with a survey approach on 37 students, data was collected through a questionnaire. The results of the validity and reliability tests of the instrument show the feasibility of the data. The residual normality test indicates a normal data distribution. However, the linearity test revealed that the relationship between learning interest and Quizizz results was non-linear. Simple linear regression analysis shows that the use of Quizizz does not have a significant effect on students' learning interest (Sig. 0.408> 0.05). The coefficient of determination (R2) of 0.020 indicates that only 2.0% of the variation in learning interest can be explained by Quizizz, confirming that the linear model is not suitable to describe this relationship. Thus, it is concluded that Quizizz-based learning media does not significantly affect students' learning interest in the context of the linear model tested
Implementasi Media Permainan Ular Tangga Modifikasi untuk Meningkatkan Konsentrasi dan Pemahaman Siswa pada Materi Operasi Hitung Bilangan Berpangkat Muhibbul Iqrom; Robiatul Adawiyah; Dewi Putri Yanti; Leny Nur Kholisah Mustaman; Moh. Syadidul Itqan; Puji Rahayu
SANISKALA : Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2026)
Publisher : FKIP Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jsk.v4i1.16732

Abstract

This Community Partnership Program (PKM) activity aims to develop and implement the Modified Snakes and Ladders learning media as an effort to improve students' concentration and understanding of the material on arithmetic operations with powers of numbers, especially after recess when learning focus tends to decrease. This game media is designed by adding question cards containing exercises on the application of exponent properties in each specific box. The implementation of the activity includes the preparation stage, socialization, teacher mentoring, implementation of the game with grade VIII students of Nurul Jadid Paiton Probolinggo Middle School, and evaluation of the media's effectiveness. The results of the activity show that the use of the Modified Snakes and Ladders can increase student activity, motivation, and concentration in learning. Based on the questionnaire, 87% of students stated that learning became more enjoyable, 82% found it easier to concentrate after recess, and teachers considered this media suitable for use in learning. In addition, there was an increase in students' average scores of 18–22% after using the media. Thus, the Modified Snakes and Ladders media is proven to be effective as an innovative learning strategy based on Game-Based Learning that can strengthen understanding of exponent concepts and encourage an interactive, collaborative, and enjoyable learning atmosphere