Skripsi
KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA KELAS VIII PADA MATERI POLA BILANGAN MELALUI PENDEKATAN PEMBELAJARAN GAMIFIKASI MENGGUNAKAN QUIZWHIZZER
This study was motivated by the low mathematical problem-solving skills of students that are still evident in the learning process in secondary schools, where learning activities tend to be conventional and oriented towards final results rather than the thinking process. One of the materials that has the potential to develop higher-order thinking skills is number patterns, but their presentation is often procedural, so that students lack a deep understanding of the concepts and relationships between numbers. To overcome this, this study implemented a gamification-based learning approach using the digital media QuizWhizzer as an innovation that combines game elements such as points, challenges, and interactive visuals to increase student motivation and engagement in the learning process. The research method used was descriptive, focusing on analyzing the ability of eighth-grade students to understand, design strategies, and reflect on the steps to solve number pattern problems through gamification activities. The results showed that the application of QuizWhizzer was able to create a more active, competitive, and enjoyable learning atmosphere, while also improving students' logical, analytical, and reflective thinking skills. In conclusion, gamification has proven to be an effective alternative learning strategy that not only strengthens conceptual understanding but also significantly fosters independent thinking and mathematical problem-solving skills.
| Title | Edition | Language |
|---|---|---|
| PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN QUIZWHIZZER TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI SMP NEGERI 1 INDRALAYA UTARA | - | id |