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PENGARUH GAME INTERAKTIF QUIZWHIZZER TERHADAP MINAT DAN HASIL BELAJAR MATEMATIKA SISWA Maghfirah Sawawi; Mety Liesdiani
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2939

Abstract

This study aims to investigate the impact of using the interactive quizwhizzer game on the interest and learning outcomes of grade X students in SMA Negeri 1 Tanjungbumi. The problem of low interest and academic achievement of students in learning mathematics encourages the need for more participatory and enjoyable learning innovations. A quantitative method with a quasi-experimental design was used in this study. The research subjects were selected from a group of 31 grade X-1 students as a trial group (experiment) who received game-based learning with quizwhizzer media, while 30 grade X-3 students were involved as a comparison group (control) who took similar learning without the media. The instruments used included test sheets to assess student learning outcomes and questionnaires that measured student interest in learning mathematics. Given that the data were not normally distributed, the Kolmogorov-Smirnov and Mann-Whitney U tests were used to analyze the data. The results of the study revealed that the use of the quizwhizzer game significantly increased students' interest in learning and academic achievement in mathematics, with a significance value of 0.000 <0.05. This finding confirms that the application of interactive digital media not only encourages enthusiasm for learning, but also creates a learning atmosphere that is more lively, meaningful, and in line with the needs of today's generation of learners.
Optimizing the Development of Learning and Teaching Materials by Utilizing ChatGPT for High School and Vocational School Teachers Enny Listiawati; Buaddin Hasan; Hefi Rusnita Dewi; Mety Liesdiani; Nur Aini S; R.A. Rica Wijayanti; Zaiful Ulum; Zainudin Zainudin
Abdi Masyarakat Vol. 8 No. 1 (2026): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/6kvq1e05

Abstract

The Community Service (PkM) activity aims to introduce and train the use of AI Tools, especially ChatGPT, to support learning and the creation of digital teaching materials for high school and vocational school teachers in Tanjung Bumi District, Bangkalan Regency. The activity was implemented for four days with a total of 32 hours of lessons, using lectures, discussions, demonstrations, direct practice, and mentoring methods. The material provided included an introduction to the concept of AI, an introduction to ChatGPT, the preparation of effective prompts, and the practice of utilizing AI in lesson planning. Evaluation was carried out through pre-tests, post-tests, and participant response questionnaires. The results of the activity showed an increase in participants' understanding and skills in utilizing ChatGPT, increased teacher insight and interest in the use of AI in learning, and participants' readiness to implement AI responsibly in their professional duties. Thus, this activity succeeded in improving teachers' digital competence and encouraging technology-based learning innovation in the secondary school environment in Tanjung Bumi District, Bangkalan Regency.  
The impact of using snowbrawl gimkit learning media on interest and learning outcomes in mathematics Kurrotul Ainiyeh; Mety Liesdiani
Jurnal THEOREMS (The Original Research of Mathematics) Vol. 10 No. 1 (2025): Volume 10 Number 1 July 2025
Publisher : Program Studi Pendidikan Matematika Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/th.v10i1.13866

Abstract

This study aims to investigate the impact of Snowbrawl Gimkit as an interactive learning media on students’ interest and academic performance in mathematics. The research responds to the widespread issue of low engagement and achievement in mathematics, especially in Indonesia, where students’ PISA scores remain below average. This study used a quantitative approach with a pre-experimental design of the One Group Pre-test Post-test Design type. The research subjects were 30 eighth-grade students randomly selected from SMP Negeri 1 Socah. The research instruments consisted of a learning interest questionnaire and a mathematics achievement test that had been tested for validity and reliability. Data analysis techniques included the Shapiro-Wilk test to assess normality, the Levene test for homogeneity, and the paired t-test for hypothesis evaluation. The results of the study indicate a significant increase in students' interest and learning outcomes in mathematics after the implementation of the Snowbrawl Gimkit media. Statistical analysis yielded a significance value of 0.000 (< 0.05), indicating a significant effect. The average interest in learning increased from 62.2 to 78.47, while the average learning outcomes rose from 38.00 to 56.67. The results of this study indicate that the use of game-based learning media such as Snowbrawl Gimkit is effective in increasing student motivation and learning achievement. This media is able to address the challenge of low student interest in mathematics by making lessons fun and interactive. Therefore, this study suggests that educators integrate gamification platforms into their teaching as a useful innovation.