PENERAPAN MODEL PEMBELAJARAN GAMIFIKASI BERBASIS QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS V SD NEGERI 075048 LASARA SIWALUBANUA
Abstract
This research was motivated by low student learning motivation in Indonesian language learning, which was associated with less interactive learning activities, suboptimal student participation, and limited use of technology-based learning media. This study aimed to describe the implementation of a Quizizz-based gamification learning model and to determine the improvement of students' learning motivation in Indonesian language learning among fifth-grade students at SD Negeri 075048 Lasara Siwalubanua. The study employed Classroom Action Research using the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection. The research subjects were 23 fifth-grade students. Data were collected through observation, questionnaires, tests, and documentation. The research was conducted in two cycles, with two meetings in each cycle. The results showed that researcher activity in Cycle I increased from 63.8% in the first meeting to 68.05% in the second meeting, while student activity increased from 62.625% to 82.61%. In Cycle II, researcher activity increased to 93.05% in the first meeting and 94.74% in the second meeting, while student activity increased to 93.74% and 94.74%, respectively. The Cycle II test results showed an average score of 91.30% with 100% learning mastery, exceeding the established success indicator of 75%. The implementation of Quizizz also encouraged students to become more enthusiastic, active, confident in answering questions, and serious in completing tasks. Therefore, the implementation of a Quizizz-based gamification learning model can improve students' learning motivation in Indonesian language learning.