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), 2025)
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