Pengembangan media pembelajaran berbasis Quizizz pada mata pelajaran matematika

Authors

  • Sulistyorini Universitas PGRI Adi Buana Surabaya, Surabaya, Indonesia Author
  • Rufi'i Universitas PGRI Adi Buana Surabaya, Surabaya, Indonesia Author
  • Reza Rachmadtullah Universitas PGRI Adi Buana Surabaya, Surabaya, Indonesia Author

DOI:

https://doi.org/10.61291/jpi.v7i1.42

Keywords:

elementary school, mathematics, learning media, game-based learning, media pembelajaran berbasis game, quizizz

Abstract

This study aimed to develop and assess the feasibility and attractiveness of Quizizz-based learning media for grade IV elementary mathematics, with a focus on whole-number multiplication. The study was motivated by teacher-centered instruction, less engaging PowerPoint presentations, limited variation in teaching materials, and students' difficulty in understanding multiplication concepts. The product, named “SIGAP” (Seru Interaktif Game Angka dan Perkalian), combines learning content designed with Canva and interactive activities delivered through Quizizz. The study used a research-and-development approach with the ADDIE model, comprising analysis, design, development, implementation, and evaluation. The analysis stage identified learning needs, school conditions, and available technology; the design and development stages produced learning materials, exercises, videos, visual elements, navigation, and assessments, followed by expert review and product revision; and the implementation stage involved successive user trials. Participants included one subject-matter expert, one media expert, one instructional-design expert, one grade IV teacher, three students in an individual trial, six students in a small-group trial, and 23 students in a field trial. Data were collected through observation, interviews, validation sheets, and response questionnaires, then analyzed qualitatively and quantitatively. The feasibility scores were 97% from the subject-matter expert, 90% from the media expert, 89% from the instructional-design expert, and 93% from the teacher. Student trials yielded 89.3%, 87.2%, and 86.4%, respectively. These findings indicate that SIGAP is highly feasible and attractive as an interactive medium for teaching multiplication, although its use requires adequate devices, internet access, and teacher supervision.

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Published

31-03-2026

How to Cite

Sulistyorini, Rufi'i, & Rachmadtullah, R. (2026). Pengembangan media pembelajaran berbasis Quizizz pada mata pelajaran matematika. Jurnal Pendidik Indonesia, 7(1), 30-42. https://doi.org/10.61291/jpi.v7i1.42