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Workshop on Developing Gamification Teaching Materials to Enhance Students' Literacy and Numeracy Feriyanto, F; Zahara, Soffa; Afkar, Taswirul; Istiqomah, Oktavia; Sholikha, Miftakhus
Jurnal Pemberdayaan Masyarakat Madani (JPMM) Vol. 8 No. 2 (2024): Jurnal Pemberdayaan Masyarakat Madani (JPMM) (DOAJ & SINTA 3 Indexed)

Publisher : Fakultas Ekonomi dan Bisnis Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPMM.008.2.07

Abstract

This community development program was conducted at SMPN 1 Gedeg, Mojokerto, East Java, to enhance students' literacy and numeracy skills through the development of gamification-based teaching materials integrated with local wisdom. The project, funded by the Ministry of Education, Research, and Technology, aimed to address gaps in digital learning resources and improve teacher competence in creating engaging and effective teaching tools. The methodology involved three phases: preparation, implementation, and evaluation. In the preparation stage, the needs of the school were identified through coordination with school administrators. The implementation phase included workshops and mentoring sessions, where teachers from both SMPN 1 Gedeg and affiliated schools were trained in developing digital learning materials using gamification techniques. Participants showed a significant increase in their knowledge and skills, as demonstrated by a 74.42% improvement in post-test scores. The evaluation phase revealed the program's effectiveness in improving both teachers’ digital competencies and students’ literacy and numeracy performance. However, challenges such as the technological proficiency of senior teachers were identified, highlighting areas for future improvements. Overall, this initiative successfully promoted innovative teaching practices aligned with the national curriculum.
ZEP QUIZ AS AN INNOVATIVE EVALUATION MEDIA TO MEASURE THE LEARNING ACHIEVEMENT OF GRADE XI-12 STUDENTS ON NEWS TEXT MATERIALS AT SMAN 1 BANGSAL Nur Kholida Hanum; Andri Yulia Anggraini; Istiqomah, Oktavia; Maulidinatul Ilmi; Amelia Amanda Verawati; Afredo Riski Ramadhan; Tiwi Widya Lestari; Amy Krisdiana; Sulistiyarti Wikanti Dewi
MATAPENA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 8 No. 2 (2025): Desember 2025
Publisher : Indonesian language and literature education program Majapahit Islamic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36815/matapena.v8i2.4403

Abstract

This study aims to describe the use of ZEP Quiz as an innovative evaluation medium in Indonesian language learning, especially in news text material in grades XI-12 SMAN 1 Bangsal. This study uses a qualitative descriptive approach with 32 research subjects. Data was obtained through observation, evaluation, and digital documentation of learning results that were automatically recorded through the ZEP Quiz platform. The results showed that students showed high enthusiasm, actively answered questions, and were able to utilize digital features to support the learning process. The ZEP Quiz auto-recap feature provides fast, objective, and accurate information on learning outcomes. In addition, the use of ZEP Quiz creates an interactive and fun evaluation atmosphere, thereby increasing student motivation, engagement, and understanding of news text material. Thus, ZEP Quiz not only serves as an evaluation tool, but also as an active learning medium that supports the development of students' interests, motivation, and critical thinking skills in learning Indonesian in the digital era. Keywords: ZEP Quiz, learning evaluation, digital innovation, news text, learning motivation.
PENGARUH MODEL GAME BASED LEARNING BERBANTUAN ZEP QUIZ TERHADAP MOTIVASI BELAJAR MATEMATIKA SISWA KELAS XI SMAN 1 BANGSAL Istiqomah, Oktavia; Rahayuningsih, Suesthi; Nurul Imanah, Ulil
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58395

Abstract

Low mathematics learning motivation is a serious problem in high school education, especially when teaching methods are monotonous and teacher-centered. This study aims to examine the effect of the Game Based Learning model using ZEP QUIZ on the mathematics learning motivation of grade XI students at SMAN 1 Bangsal. This study used a quantitative approach with a quasi-experimental design of the nonequivalent posttest only control group. The sample consisted of the experimental class (n=32) receiving the Game Based Learning model using ZEP QUIZ, and the control class (n=32) receiving conventional learning. Data were collected using a learning motivation questionnaire adapted from the Fitriana instrument (2021) comprising 12 items across 4 indicators. Data analysis employed the independent samples t-test for significance testing, a one-tailed test (right-tailed) to determine the direction of the effect, and effect size measurement using Cohen's d, Hedges' correction, and Glass's delta. The results showed that: (1) there was a significant difference in learning motivation scores between the experimental and control classes (t = 6.937; df = 62; p < 0.001); (2) the direction of the effect was positive, as evidenced by the right-tailed test (t' = 7.322 > t critical = 1.696), with the experimental class mean (x̅ = 49.22) significantly higher than the control class (x̅ = 43.75); and (3) the effect size was classified as very large (Cohen's d = 1.734; Hedges' correction = 1.713; Glass's delta = 1.510), all exceeding the threshold of 0.8. These findings indicate that the Game Based Learning model using ZEP QUIZ is effective in positively and significantly improving the mathematics learning motivation of high school students.