EFEKTIFITAS GAME EDUKASI QUIZIZZ DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM KELAS IV DI MADRASAH IBTIDAIYYAH AL-HUDA KARANGNONGKO DEPOK SLEMAN

Amaliyatul ulya, NIM: 19204010102 (2021) EFEKTIFITAS GAME EDUKASI QUIZIZZ DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM KELAS IV DI MADRASAH IBTIDAIYYAH AL-HUDA KARANGNONGKO DEPOK SLEMAN. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

The first purpose of this thesis is, to find out how to use the Quizizz Educational Game in Islamic Cultural History subject at Madrasah Ibtidaiyah Al-Huda. Second is to see the effectiveness of the Quizizz Educational Game in improving student learning outcomes in the Islamic Cultural History subject at Madrasah Ibtidaiyah Al-Huda. Through this research, author hoped that it can become a consideration for teachers in overcoming the learning of Islamic Cultural History in general and especially for Madrasah Ibtidaiyyah Al-Huda Karangnongko Depok Sleman as a place of this research. This research is a type of field research that carried out at Madrasah Ibtidaiyyah AL-HUDA Karangnongko Depok Sleman Yogyakarta with an experimental approach and quantitative research type. The research subjects were grade IV A and IV B, totals 52 students. Class IV A as an experimental class totals 25 students and class IV B as a control class totals 27 students. Methods of data collection were using experiments, tests, interviews, observation and documentation. The analysis was carried out by the validity test using the product moment formula, the reliability test using the Cronbach alpha, the normality test using the one-sample Kolmogorov - Smirnov formula, the homogeneity test using the analysis of variance formula and the last was independent T test. In this study, author was using the Quizizz Educational Game. The results of this research showed that: first, the learning process using the Quizizz Educational Game to improve student learning outcomes in class IV ran effectively. The test results showed that there was an increase in student learning outcomes in the experimental class compared to the control class as seen from the pre-test 71,88 and post-test 83,71 mean scores. The average score for the experimental class increased by 9,83 and for the control class increased by 9,6 Meanwhile, the results of the research based on statistical analysis show that the t-test calculation shows a significance value of 0.000 <0.05. The results of these statistical tests indicate that there is a significant difference in learning outcomes of Islamic Cultural History between the experimental group (the group that uses the Quizizz Educational Game and the control group (the group that doesn't use the Quizizz Educational Game). This shows that student learning outcomes are influenced by the use of Quizizz Educational Games

Item Type: Thesis (Masters)
Additional Information: Dr. Ahmad Arifi. M.Ag
Uncontrolled Keywords: Islamic Cultural History, Effectiveness of Educational Quizizz Games, student learning outcomes
Subjects: Pendidikan Agama Islam
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Agama Islam (S-2)
Depositing User: Drs. Mochammad Tantowi, M.Si.
Date Deposited: 21 Sep 2021 09:44
Last Modified: 21 Sep 2021 09:44
URI: http://digilib.uin-suka.ac.id/id/eprint/44631

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