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Meningkatkan Hasil Belajar IPS melalui Penerapan Kuis Interaktif Berbasis Teknologi Siswa Kelas 8 SMPN 1 Barru Muhammad Nawir; Aini Nurpratiwi; Dimas Mulyadin
SOSIAL : Jurnal Ilmiah Pendidikan IPS Vol 3 No 1 (2025): SOSIAL: Jurnal Ilmiah Pendidikan IPS
Publisher : Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/sosial.v3i1.580

Abstract

This study was conducted because of the lack of interest in learning the IPS subject of grade IX junior high school which according to the students always makes them sleepy. The low interest in learning students can be seen from the minimal participation in class discussions and the lack of motivation to complete assignments. To overcome this, learning innovation was carried out by utilizing Game Based Learning Quizizz, an interactive quiz platform based on gamification that can increase student motivation. This study aims to test whether the use of Quizizz can increase students' interest in learning in IPS. This Classroom Action Research (CAR) was conducted in two cycles, each consisting of the planning, implementation, observation, and reflection stages, with 31 subjects of grade IX students of SMPN 1 Barru. Data were collected through observation, questionnaires, and interviews, then analyzed descriptively qualitatively and quantitatively. The results showed that the use of Quizizz significantly increased students' interest in learning. In Cycle 1, there was an increase in interest in learning, although some students still had difficulty using the application and many were still not interested and lacked learning. After improvements in Cycle 2, 90% of students became more active and enthusiastic, supported by interview results which showed that students felt more motivated and enjoyed learning through interactive quizzes because they could see their scores directly using the LCD.
Dampak Gadget pada Perubahan Sosial dan Perilaku Manusia Modern Nurfausia Wahyuningsih; Dimas Mulyadin; Nur Riswandy Marsuki
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 3 No. 4 (2024): Desember : Dewantara : Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/dewantara.v3i4.3684

Abstract

Technological developments in the 21st century that are very prominent are communication and information technology. This research uses qualitative research methods with a library study approach. Literature study is all efforts made by researchers to collect information that is relevant to the topic or problem that will be or is being researched. Gadgets are communication tools that are used to make things easier in everyday life, but there are several benefits and disadvantages caused by the gadget itself depending on the use of the gadget. The ultimate goal of applying qualitative research methods is to describe or explain a phenomenon in depth and systematically which is done by collecting data in depth. The research results show that technology provides many conveniences, as well as new ways of carrying out human activities. The use of technology in life has various impacts, the positive being a decrease in concentration when studying. The hope of this article is to provide in-depth insight to parents and educators about how technological advances affect life.