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PENGEMBANGAN MEDIA INTERAKTIF QUIZIZZ BERBASIS TGT DAN TARL UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI KELAS VIII Rinda Ayu Lestari; Dila Umnia Soraya; Novita Tri Indrasari
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 2 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i2.1821

Abstract

ABSTRAK Motivasi belajar siswa kelas VIII A cenderung menurun karena merasa materi terlalu mudah dan kurang menantang. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Quizizz dengan pendekatan Team Game Tournament (TGT) sebagai strategi pembelajaran kooperatif dan Teaching at the Right Level (TaRL) sebagai pendekatan diferensiasi, menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Media divalidasi oleh ahli media, ahli materi, dan guru, serta diuji kepada 32 siswa. Hasil penelitian menunjukkan media layak digunakan, dengan peningkatan motivasi belajar dari skor rata-rata 71,91 menjadi 85,56. Uji Wilcoxon menegaskan adanya perbedaan signifikan. Penelitian ini berkontribusi dalam memperlihatkan bahwa integrasi gamifikasi dengan TGT dan TaRL mampu menciptakan suasana belajar yang menantang sekaligus adaptif, sehingga dapat menjadi strategi inovatif untuk meningkatkan motivasi belajar siswa dalam pembelajaran informatika berbasis literasi digital.Kata kunci : Quizizz, Gamifikasi, TGT, Motivasi BelajarABSTRACT The learning motivation of Class VIII A students tended to decline as they perceived the material to be too easy and less challenging. This study aimed to develop Quizizz-based learning media by applying Team Game Tournament (TGT) as a cooperative learning strategy and Teaching at the Right Level (TaRL) as a differentiation approach, within the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) framework. The media was validated by experts in content and instructional design, and tested with 32 students. The results indicated that the media was feasible to use, with students’ motivation increasing from an average score of 71.91 to 85.56. The Wilcoxon test confirmed a significant difference. This research contributes by demonstrating that integrating gamification with TGT and TaRL can foster a more engaging and adaptive learning environment, and thus serve as an innovative strategy to enhance students’ motivation in digital literacy–based informatics learning. Keywords: Quizizz, Gamification, Teams Game Tournament, Learning Motivation
Pengembangan Game Wordwall Dalam Pembelajaran Informatika Materi PowerPoint Untuk Meningkatkan Minat Belajar Siswa SMP Titin Agustin; Dila Umnia Soraya; Novita Tri Indrasari
Nusantara of Engineering (NOE) Vol 9 No 01 (2026): Volume 9 Nomor 1 - 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/noe.v9i01.25379

Abstract

Menumbuhkan minat belajar siswa merupakan kunci dalam menciptakan proses pembelajaran yang efektif dan bermakna, terutama pada mata pelajaran Informatika yang kerap dianggap membosankan jika disampaikan secara teoritis. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berupa game edukatif berbasis Wordwall guna menumbuhkan minat belajar siswa SMP pada materi Microsoft PowerPoint. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil validasi dari ahli materi dan media menunjukkan bahwa media yang dikembangkan relevan dan layak digunakan. Penerapan Wordwall dalam pembelajaran terbukti mampu menumbuhkan minat belajar siswa, sebagaimana ditunjukkan oleh hasil angket yang memperoleh skor 73%, masuk dalam kategori "Tinggi". Dengan demikian, penggunaan Wordwall efektif sebagai media pembelajaran interaktif yang dapat meningkatkan ketertarikan dan antusiasme siswa terhadap materi teori dalam pelajaran Informatika.
PENGEMBANGAN KYORUGI SCORING DISPLAY SYSTEM DENGAN ARDUINO UNO DAN BORLAND DELPHI 7 Dila Umnia Soraya; Basalim Jabar
Jurnal Genta Mulia Vol. 8 No. 1 (2017): Jurnal GENTA MULIA
Publisher : LPPM Universitas Cipta Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to describe the Kyorugi Scoring Display development procedure System using Borland Delphi 7 and Arduino UNO as remote control. Development Kyorugi Scoring Display System is one solution to problems for board supply companies Taekwondo match scores (scoreboard) to increase the effectiveness of filling in match scores computer interface based. Because there are still many physical match scoreboards weakness, namely that it takes a long time to set the score because it uses manual push button which has an impact on match schedule delays, the display of the Taekwondo match scoreboard also incomplete, the scoreboard remote control is too big, making it difficult for the judges to judge, and The dimensions of the scoreboard are too large, making it difficult to arrange the instrumentation match. Based on these problems, it is necessary to develop an interface-based scoreboard with attractive features and displays that make it easier for judges to monitor scores, especially on taekwondo competition. Kyorugi Scoring Display System is a computer interface (software). developed using the Borland Delphi 7 application, and Ardunino UNO as a remote control. Product testing is carried out by testing the product with several experts and covers every layer product. Product testing results show that the Kyorugi Scoring Display System runs well proven by the correspondence between the input from the remote control and the display on the application. So, it can be concluded that the Kyorugi Scoring Display System can be a solution to the problem In filling in scores for Taekwondo matches, we use a physical scoreboard that has many lack.
PENGEMBANGAN BOARD GAME CYBER SURVIVOR SEBAGAI INOVASI PEMBELAJARAN LITERASI DIGITAL DI SEKOLAH MENENGAH PERTAMA Ika Nurul Isna Fibrianti; Dila Umnia Soraya; Satria Putra Pratama
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.15536

Abstract

ABSTRACT Digital literacy at the junior high school level needs to be facilitated through learning experiences that enable students to understand issues while also considering behavior in digital spaces. This need provided the basis for developing the board game “Cyber Survivor,” an unplugged-based learning medium that integrates digital scenarios, discussion, and decision-making. This study aims to develop the board game “Cyber Survivor” using the ADDIE model, determine its feasibility based on assessments by media and material experts, and determine its practicality based on student responses in a limited-scale trial. The study employed a Research and Development method consisting of the analysis, design, development, implementation, and evaluation stages. The product was developed through needs analysis, game design, prototype development, expert validation, and limited-scale testing. The participants consisted of one material expert, two media experts, and 15 eighth-grade students at SMP Negeri 9 Malang. Data were collected through validation sheets and student response questionnaires and were analyzed descriptively. The media experts’ assessments yielded scores of 91.25% and 90.00%, while the material expert’s assessment reached 96.25%, all categorized as highly feasible. Student responses reached 93.03%, categorized as highly practical. These findings position “Cyber Survivor” as a feasible and practical unplugged-based alternative for digital literacy learning, without claiming effectiveness in changing students’ abilities or attitudes. ABSTRAK Literasi digital pada jenjang SMP perlu dihadirkan melalui pengalaman belajar yang memungkinkan siswa memahami persoalan sekaligus mempertimbangkan perilaku di ruang digital. Kebutuhan tersebut menjadi landasan pengembangan board game “Cyber Survivor” berbasis unplugged yang memadukan skenario digital, diskusi, dan pengambilan keputusan. Penelitian ini bertujuan mengembangkan board game “Cyber Survivor” melalui model ADDIE, mengetahui tingkat kelayakannya berdasarkan penilaian ahli media dan ahli materi, serta mengetahui tingkat kepraktisannya berdasarkan respons siswa pada uji coba skala terbatas. Penelitian menggunakan metode Research and Development dengan tahapan analysis, design, development, implementation, dan evaluation. Produk dikembangkan melalui analisis kebutuhan, perancangan permainan, penyusunan prototipe, validasi ahli, dan uji coba terbatas. Subjek meliputi satu ahli materi, dua ahli media, dan 15 siswa kelas VIII SMP Negeri 9 Malang. Data diperoleh melalui lembar validasi dan angket respons siswa, kemudian dianalisis secara deskriptif. Penilaian ahli media memperoleh 91,25% dan 90,00%, sedangkan ahli materi mencapai 96,25%, seluruhnya berkategori sangat layak. Respons siswa mencapai 93,03% dengan kategori sangat praktis. Temuan ini menempatkan “Cyber Survivor” sebagai alternatif media literasi digital berbasis unplugged yang layak dan praktis, tanpa mengklaim efektivitas terhadap perubahan kemampuan atau sikap siswa.