Efforts to Improve Science Learning Results in Animal Life Cycle Materials Through Quizziz Applications in the Covid-19 Pandemic

Authors

  • Laila Mumtaz STKIP KUSUMA NEGARA JAKARTA TIMUR
  • Venny Oktaviani STKIP Kusuma Negara
  • Eva Oktaviana STKIP Kusuma Negara

Keywords:

learning outcomes, science, quizziz application

Abstract

The purpose of this research is to improve science learning outcomes in Animal Life Cycle material through the Quizziz application for fourth grade students in the even semester of the 2021/2022 academic year. This research method is classroom action research that follows the Kemmis and Taggart models. This research includes 4 stages namely Planning (Planning), Acting (Implementation), Observing (Observation) and Reflecting (Reflection). The research time was 2 months, from May to June 2022 with 13 research subjects, while data was collected through tests, interviews and observation. The results showed that there was a significant increase in science learning outcomes in fourth grade students. This is evidenced in each increased cycle that is in the pre-cycle = 54.00; cycle I = 56.15; and cycle II = 82, 69 and the results of the interviews conducted concluded that learning science through learning media, namely the Quizziz application game is fun for students. This study concluded that learning science using learning media, namely the Quizziz application game, can improve students' natural science learning outcomes

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Published

20-02-2023

Issue

Section

Original research