Digilib Perpustakaan Universitas Riau

  • Beranda
  • Informasi
  • Berita
  • Bantuan
  • Pustakawan
  • Pilih Bahasa :
    Bahasa Arab Bahasa Bengal Bahasa Brazil Portugis Bahasa Inggris Bahasa Spanyol Bahasa Jerman Bahasa Indonesia Bahasa Jepang Bahasa Melayu Bahasa Persia Bahasa Rusia Bahasa Thailand Bahasa Turki Bahasa Urdu

Pencarian berdasarkan :

SEMUA Pengarang Subjek ISBN/ISSN Pencarian Spesifik

Pencarian terakhir:

{{tmpObj[k].text}}
Image of pengaruh penggunaan model pembelajaran teams games tournament berbantuan quizizz
terhadap hasil belajar siswa di sma n 5 pinggir
Penanda Bagikan

CD Skripsi

pengaruh penggunaan model pembelajaran teams games tournament berbantuan quizizz terhadap hasil belajar siswa di sma n 5 pinggir

Six Wanli Andriani Panjaitan 2105112601 - Nama Orang;

Keywords: Learning Models, Teams Games Tournament, Quizizz,
Learning Outcomes
This research is motivated by the low learning outcomes of students at
school due to the lack of innovation used in learning, especially in Civics (PPKn),
as teachers often employ conventional learning models. This impacts students'
lack of understanding of the learning process, thus affecting student learning
outcomes. The research question is: "Is there an effect of using the Teams Games
Tournament learning model assisted by Quizizz on student learning outcomes at
SMA N 5 Pinggir?"
This study aims to determine the effect of using the Teams Games
Tournament learning model assisted by Quizizz on student learning outcomes at
SMA N 5 Pinggir. The benefits of this research are expected to contribute to the
field of education and serve as a reference source for further research. It can also
help understand the obstacles faced by students during the learning process so that
they can be overcome using the model.expected to improve student learning
outcomes in the classroom.
The research method used in this study is a quantitative method with a
True Experimental Design approach with a Pretest-Posttest Control Group
Design. Two randomly selected classes were given pretests and posttests to
iv
determine whether there were differences between the experimental and control
classes at the beginning and end. The instruments used were written tests,
interviews, and documentation. The population of this study was the 11th grade of
SMA N 5 Pinggir, with a total population of 201 students. The research sample
used was 69 students, consisting of two classes: 34 students in the experimental
class and 35 students in the control class. A homogeneity test was conducted to
determine whether the sample used was homogeneous.Then the data analysis used
in this study is descriptive analysis, and inferential data analysis (Independent
Sample T-Test and N-Gain Test). Based on the research conducted, there is a
positive and significant influence of the Teams Games Tournament Learning
Model Assisted by Quizizz on Student Learning Outcomes. The results of the
Independent Sample T-Test Based on the Equal Variances Assumed table, the Sig.
(2-tailed) value is 0.00 ttable 1.668 So it can be
stated that Ha is accepted and Ho is rejected. It can be concluded that the use of
the Teams Games Tournament learning model assisted by Quizizz has an effect
on student learning outcomes at SMA N 5 Pinggir.


Ketersediaan
#
Perpustakaan Universitas Riau 2105112601
2105112601
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
2105112601
Penerbit
Pekanbaru : UNRI – FKIP – PPKN., 2025
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
2105112601
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PPKN
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Rahmat
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • JUDUL
  • DAFTAR ISI
  • ABSTRAK
  • BAB I PENDAHULUAN
  • BAB II TINJAUAN PUSTAKA
  • BAB III METODE PENELITIAN
  • BAB IV HASIL DAN PEMBAHASAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
Komentar

Anda harus masuk sebelum memberikan komentar

Digilib Perpustakaan Universitas Riau
  • Informasi
  • Layanan
  • Pustakawan
  • Area Anggota

Tentang Kami

As a complete Library Management System, SLiMS (Senayan Library Management System) has many features that will help libraries and librarians to do their job easily and quickly. Follow this link to show some features provided by SLiMS.

Cari

masukkan satu atau lebih kata kunci dari judul, pengarang, atau subjek

Donasi untuk SLiMS Kontribusi untuk SLiMS?

© 2026 — Senayan Developer Community

Ditenagai oleh SLiMS
Pilih subjek yang menarik bagi Anda
  • Karya Umum
  • Filsafat
  • Agama
  • Ilmu-ilmu Sosial
  • Bahasa
  • Ilmu-ilmu Murni
  • Ilmu-ilmu Terapan
  • Kesenian, Hiburan, dan Olahraga
  • Kesusastraan
  • Geografi dan Sejarah
Icons made by Freepik from www.flaticon.com
Pencarian Spesifik
Kemana ingin Anda bagikan?