Penerapan Gamifikasi Menggunakan Quizizz pada Pembelajaran Matematika Peyajian Data dalam Tabel di Kelas III SD
Keywords:
Gamification, Quizizz, mathematics, data presentation, Grade III elementary school. SmartboardAbstract
Low interest and motivation in mathematics learning is a problem in elementary schools. This study aims to describe the implementation of Quizizz gamification through Smartboard on mathematics learning for data presentation in tables in Grade III at SD Negeri 122 Palembang. The study uses a qualitative descriptive method with observation, interview, and documentation on 4 Grade III classes. Because students are not allowed to bring gadgets, Quizizz is implemented through Smartboard with students taking turns selecting answers. Results show Quizizz gamification through Smartboard creates a fun and interactive learning atmosphere. Gamification elements such as points, badges, leaderboards, and instand feedback increase student motivation, activity, and participation. Students showed high enthusiasm, competed healthily between classes, and understood mathematical concepts better. The study concludes Quizizz gamification through Smartboard is effective in increasing student interes, motivation, and engagement in mathematics learning in elementary schools.
