Rahayu , Ilmiyati
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Pengaruh Model Problem Based Learning Menggunakan Quizwhizzer Sebagai Game Interaktif Terhadap Kemampuan Numerasi Siswa Kurnia Muharromah, Selvi; Rafianti, Isna; Rahayu , Ilmiyati
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 8 No. 3 (2025): Volume 8 Nomor 3 Tahun 2025 (July - September)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v8i3.5969

Abstract

Abstrak. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model problem based learning menggunakan Quizwhizzer sebagai game interaktif terhadap kemampuan numerasi siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Quasi Eksperimen dan Nonequivalent Control Group Design. Sampel yang digunakan terdiri dari dua kelas yaitu kelas VII B sebagai kelas eksperimen dan kelas VII A kelas kontrol. Sampel dipilih menggunakan teknik purposive sampling. Hasil penelitian menunjukan bahwa pada pretest nilai rata-rata tertinggi di kelas eksperimen adalah 20,39 sedangkan di kelas kontrol sebesar 19,17. Sementara itu, pada posttest nilai rata-rata tertinggi di kelas eksperimen mencapai 37,61 dan di kelas kontrol sebesar 31,69. Hasil uji hipotesis menggunakan Mann-Whitney U-Test menghasilkan nilai signifikansi sebesar 0,020. Berdasarkan temuan tersebut, dapat disimpulkan bahwa terdapat pengaruh penerapan model problem based learning menggunakan Quizwhizzer sebagai game interaktif terhadap kemampuan numerasi siswa. Kata Kunci: Kemampuan Numerasi, Problem Based Learning , Quizwhizzer Abstract. This study aims to determine the effect of applying problem-based learning model using Quizwhizzer as an interactive game on students' numeracy skills. This study used a quantitative approach with a Quasi Experiment design and Nonequivalent Control Group Design. The sample used consisted of two classes, namely class VII B as the experimental class and class VII A as the control class. Samples were selected using purposive sampling technique. The results showed that in the pretest, the highest average value in the experimental class was 20.39 while in the control class it was 19.17. Meanwhile, in the posttest, the highest average value in the experimental class reached 37.61 and in the control class it was 31.69. The results of hypothesis testing using the Mann-Whitney U-Test resulted in a significance value of 0.020. Based on these findings, it can be concluded that there is an effect of applying the problem-based learning model using Quizwhizzer as an interactive game on students' numeracy skills. Keywords: Numeracy Skills, Problem Based Learning, Quizwhizzer.