The Effectiveness of Team Games Tournament Assisted By Quizizz Application to Increase Student Learning Independence

Firdiawan Ekaputra
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Abstract

The objective of this study was to determine whether team games tournaments supported by the quizizz application improved student learning independence. Students from the Jambi University Chemistry Education Study Program took courses in chemistry mathematics in classes A and B in the 2023/2024 academic year. This study is a quasi-experimental study with a non-equivalent group design, with class A as the control class and class B as the experimental class. A questionnaire was used to collect data on students' learning independence both before and after the team games event that was made possible by the Quizizz application to make sure the data from both groups were homogeneous and normally distributed, the initial independent data from both sample classes were checked for both normality and homogeneity. The independent-samples t test is then used to compare data on students' learning independence before and after the team games tournament with the use of the Quizizz application. A significant value of 0.005 in the independent-samples t test results indicated that there was an increase in student learning independence following the implementation of the team games tournament supported by the Quizizz application. Based on these findings, the study came to the conclusion that enhancing student learning independence might be achieved through the use of the Quizizz app in conjunction with a team games event.
团队游戏竞赛辅助知识问答应用提高学生学习自主性的效果
本研究旨在确定由quizizz应用程序支持的团队游戏比赛是否提高了学生的学习自主性。来自占碑大学化学教育研究项目的学生于2023/2024学年在A班和B班选修了化学数学课程。本研究是一项采用非等量组设计的准实验研究,A班为对照班,B班为实验班。为了确保两组数据的同质性和正态分布,对两个样本班级的初始独立数据进行了正态性和同质性检验。然后使用独立样本 t 检验来比较使用 Quizizz 应用程序进行团队游戏比赛前后学生学习自主性的数据。独立样本 t 检验结果的显着性值为 0.005,表明在实施由 Quizizz 应用程序支持的团队游戏比赛后,学生的学习独立性有所提高。基于这些发现,本研究得出结论,通过使用 Quizizz 应用程序与团队游戏活动相结合,可以提高学生的学习自主性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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