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Rafli Ramadhan, Muhamad
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PENGARUH INTEGRASI QUIZIZZ DALAM PROGRAM KAMPUS MENGAJAR TERHADAP PENINGKATAN KETERAMPILAN LITERASI DIGITAL SISWA SD Rafli Ramadhan, Muhamad; Suharti; Ramdhani, Lisda
JS (JURNAL SEKOLAH) Vol. 10 No. 1 (2025): DESEMBER 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/js.v10i1.68337

Abstract

Abstract: This study examines the effect of Quizizz integration in the Campus Teaching Program on improving digital literacy skills of elementary school students. This research using a quasi-experimental design with pretest-posttest one group design, the subject of this research is 30 fifth-grade students from SD Inpres Praigaga II. The research employed adaptive AKM-based digital literacy instruments validated by Pusat Asesmen Pendidikan (Pusmendik), administered through systematic four-month implementation procedure (September-December 2024). Statistical analysis using paired sample t-test and Wilcoxon signed-rank test revealed significant improvement from pretest mean of 20.17 to posttest mean of 65.33 (p < 0.05). Cohen's d of 4.72 indicates very large effect size, demonstrating substantial practical significance. This study contributes empirical evidence for gamified digital learning integration in primary education. This study demonstrating that the integration of Quizizz in the campus theaching program is effective in improving the digital literacy skills in elementary students. Keyword: Quizizz, Digital Literacy Skills, Theacing Campus Abstrak: Penelitian ini mengkaji pengaruh integrasi Quizizz dalam Program Kampus Mengajar terhadap peningkatan keterampilan literasi digital siswa sekolah dasar. Penelitian ini menggunakan desain quasi-experimental dengan pretest-posttest one group design, subjek penelitian ini adalah 30 siswa kelas V SD Inpres Praigaga II. . Penelitian menggunakan instrumen literasi digital berbasis AKM yang divalidasi oleh Pusat Asesmen Pendidikan (Pusmendik), diimplementasikan melalui prosedur sistematis selama empat bulan (September-Desember 2024). ). Analisis statistik menggunakan paired sample t-test dan uji Wilcoxon menunjukkan peningkatan signifikan dari rata-rata pretest 20,17 menjadi posttest 65,33 (p < 0.05). Cohen's d sebesar 4,72 mengindikasikan effect size sangat besar dengan signifikansi praktis yang substansial. Penelitian ini berkontribusi memberikan bukti empiris integrasi pembelajaran digital gamifikasi dalam pendidikan dasar. Penelitian ini membuktikan integrasi Quizizz dalam program kampus mengajar efektif meningkatkan keterampilan literasi digital siswa sekolah dasar. Kata Kunci: Quizizz, Keterampilan Literasi Digital, Kampus Mengajar