Search for collections on EPrints Repository UNTIRTA

Pengaruh Model Problem-Based Learning Menggunakan Quizwhizzer Sebagai Game Interaktif Terhadap Kemampuan Numerasi Siswa

Muharromah, Selvi Kurnia (2025) Pengaruh Model Problem-Based Learning Menggunakan Quizwhizzer Sebagai Game Interaktif Terhadap Kemampuan Numerasi Siswa. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_FULL TEXT.pdf
Restricted to Registered users only

Download (9MB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_CP.pdf
Restricted to Registered users only

Download (364kB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_01.pdf
Restricted to Registered users only

Download (1MB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_02.pdf
Restricted to Registered users only

Download (524kB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_03.pdf
Restricted to Registered users only

Download (396kB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_04.pdf
Restricted to Registered users only

Download (906kB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_05.pdf
Restricted to Registered users only

Download (222kB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_REF.pdf
Restricted to Registered users only

Download (203kB)
[img] Text (SKRIPSI)
Selvi Kurnia Muharromah_2225210095_LAMP.pdf
Restricted to Registered users only

Download (7MB)

Abstract

The Effect of Problem-Based Learning Model Using Quizwhizzer as an Interactive Game on Students' Numeracy Skills. This research is motivated by the low numeracy skills of students, one of which is caused by the application of mathematics learning models that are not optimal. Therefore, a learning model that can improve students' numeracy skills is needed. One of them is Problem-Based Learning model using Quizwhizzer as an interactive game. The purpose of this study is to determine the numeracy skills of students who use the Problem-Based Learning model with Quizwhizzer as an interactive game better than those who only use the Problem-Based Learning model. This study used a quantitative approach with a Quasi Experiment design type Nonequivalent Control Group Design. The sample consisted of two classes selected by purposive sampling technique, namely class VII B as the experimental class and class VII A as the control class. The experimental class was given a Problem-Based Learning model using Quizwhizzer as an interactive game while the control class was only given Problem Based Learning. The teaching material used in this study is social arithmetic. The results of this study concluded that there was an effect of using the Problem-Based Learning (PBL) model using Quizwhizzer as an interactive game on improving students' numeracy skills.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorRafianti, Isna198804132023212039
Thesis advisorRahayu, Ilmiyati196602211991112001
Additional Information: Penelitian ini dilatarbelakangi oleh rendahnya kemampuan numerasi siswa, yang salah satunya disebabkan oleh penerapan model pembelajaran matematika yang belum optimal. Oleh karena itu, dibutuhkan model pembelajaran yang dapat meningkatkan kemampuan numerasi siswa. Salah satunya adalah model Problem Based Learning menggunakan Quizwhizzer sebagai game interaktif. Tujuan penelitian ini adalah untuk mengetahui kemampuan numerasi siswa yang menggunakan model Problem-Based Learning dengan Quizwhizzer sebagai Game interaktif lebih baik dari pada yang hanya menggunakan model Problem Based Learning. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Quasi Eksperimen tipe Nonequivalent Control Group Design. Sampel terdiri dari dua kelas yang dipilih secara teknik purposive sampling yaitu kelas VII B sebagai kelas eksperimen dan kelas VII A kelas kontrol. Kelas eksperimen diberikan model pembelajaran Problem-Based Learning menggunakan Quizwhizzer sebagai game interaktif sedangkan kelas kontrol hanya diberikan pembelajaran Problem Based Learning. Materi ajar yang digunakan pada penelitian ini yaitu aritmatika sosial. Hasil penelitian ini menyimpulkan bahwa terdapat pengaruh dari penggunaan model Problem-Based Learning (PBL) menggunakan Quizwhizzer sebagai game interaktif terhadap peningkatan kemampuan numerasi siswa.
Uncontrolled Keywords: Student Numeracy Skills, Problem Based Learning, Quizwhizzer. Kemampuan Numerasi Siswa, Problem Based Learning, Quizwhizzer.
Subjects: L Education > LB Theory and practice of education
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 84202-Jurusan Pendidikan Matematika
Depositing User: selvi kurnia muharromah
Date Deposited: 08 Jul 2025 02:53
Last Modified: 08 Jul 2025 02:53
URI: http://eprints.untirta.ac.id/id/eprint/49870

Actions (login required)

View Item View Item