PENERAPAN MEDIA BERBASIS GAME EDUKASI QUIZIZZ DALAM PEMBELAJARAN AQIDAH AKHLAQ TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI MTs NEGERI 5 SLEMAN YOGYAKARTA

Suci Nurmaya Ulfah, NIM.: 22204012044 (2024) PENERAPAN MEDIA BERBASIS GAME EDUKASI QUIZIZZ DALAM PEMBELAJARAN AQIDAH AKHLAQ TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI MTs NEGERI 5 SLEMAN YOGYAKARTA. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

This study examines the application of educational game-based media, especially Quizizz, in learning Aqidah Akhlaq at MTs Negeri 5 Sleman Yogyakarta. The background of the study shows that the use of digital media in Islamic religious education is still relatively new and has not been fully optimized. Quizizz as an educational game application has the potential to make the learning process more interactive and enjoyable, but specific research on its implementation in the context of Aqidah Akhlaq is still limited. The purpose of this study was to explore the implementation of Quizizz and identify its impact on students' learning motivation. The method used is a descriptive qualitative approach with data collection techniques through observation, in-depth interviews, and documentation. The data analysis process follows the Miles and Huberman model, which includes data reduction, data presentation, and drawing conclusions. The results of the study showed that the use of Quizizz significantly increased students' learning motivation. The implementation of Quizizz with more interesting and interactive material delivery, starting from students using their respective cellphones as learning tools to access the Quizizz educational game, then students enter by accessing the access code shared by the teacher via a link sent in the WhatsApp group or by looking at the monitor screen displayed by the teacher in front of the class, then students answer the quiz questions totaling 20 multiple choice questions on Quizizz so that students can actively learn and be very interactive. Evaluation through quizzes provides direct feedback to students about their understanding of the material taught with daily assessments using Quizizz students can see the scores produced. In addition, forms of learning motivation such as healthy competition and awards in the form of small prizes also contribute to increasing student motivation, in addition, the form of praise given by the teacher helps meet the psychological needs of students so that students feel more recognized and confident. The impacts obtained by students are by increasing learning focus, Quizizz helps students stay focused and involved in the learning process, especially with the interesting features available. Fun Learning, Aqidah Akhlaq Learning becomes more interesting and easier to understand for students, so they are more enthusiastic about learning. Not only the many benefits obtained, this study also examines the challenges related to technological limitations and accessibility, such as internet connection problems and inadequate devices.

Item Type: Thesis (Masters)
Additional Information / Supervisor: Prof. Dr. Istiningsih, M.Pd
Uncontrolled Keywords: Game Edukasi Quizizz , Aqidah Akhlak, Motivasi Belajar, Peserta Didik
Subjects: 300 Ilmu Sosial > 370 Pendidikan > 371.33 Media Pembelajaran
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Islam (S2) > Pendidikan Agama Islam
Depositing User: Muh Khabib, SIP.
Date Deposited: 06 Feb 2025 15:21
Last Modified: 06 Feb 2025 15:21
URI: http://digilib.uin-suka.ac.id/id/eprint/69875

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