Pembelajaran Matematika Melalui Media Game Quizizz Untuk Meningkatkan Hasil Belajar Siswa

  • Dermawan D
  • Ramadhan A
N/ACitations
Citations of this article
457Readers
Mendeley users who have this article in their library.

Abstract

The advancement of science and information and communication technology as one of the products of changing times has had a positive impact on the progress of today's education world. The era of digitalization called the era of the industrial revolution 4.0 made changes very quickly. Many digital learning applications can be used effectively and efficiently as learning support media. This research requires learning media innovation so that students do not feel bored during the teaching and learning process. Many digital learning applications that can be used effectively and efficiently as learning support media The purpose of this research is: to find out the increase in student learning outcomes in the VIIIath Pythagorean theorem material at SMPN 2 Bojonegara. This type of research is Classroom Action Research (CAR). Data collection using the test and observation methods from January to February 2020. The results of this study are; there is an increase in learning outcomes on average learning outcomes 63 in cycle I and 78 in cycle II.

Cite

CITATION STYLE

APA

Dermawan, D. A., & Ramadhan, A. (2024). Pembelajaran Matematika Melalui Media Game Quizizz Untuk Meningkatkan Hasil Belajar Siswa. ALACRITY : Journal of Education, 381–390. https://doi.org/10.52121/alacrity.v4i2.363

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free