ARTICLE
TITLE

Virtual learning and student's motivation: implementation the “game ranking 1st” through quizizz DOI : 10.18326/attarbiyah.v5i2.81-90

SUMMARY

The study focuses on the implementation of the “Game Ranking 1st” method to increase student learning motivation in the subject of Islamic Religious Education at SMPN 3, Pare, Kediri. Through this learning method, the online teaching and learning process is expected to be learner-centered, while the teacher acts as a guide. This study uses qualitative approaches and descriptive methods. Data Collection techniques through interviews, observation, and documentation. The informants involved in this study were a teacher of Islamic Religious Education and several students at grade VII of SMPN 3 Pare, Kediri. The result of this study indicates that: 1) The application of the “Game Ranking 1st” method in Islamic Education is implemented in stages; preparation, in the form of checking attendance and presenting learning steps; implementation, by providing the Quizizz web link along with the code to students; and evaluate learning outcomes. 2) Through the “Game Ranking 1st” method, student’s intrinsic motivation is increased marked by their enthusiasm and high interest in learning, along with extrinsic motivation, they are attracted by the stimulus provided by the teacher in the form of value rewards and praise, and punishment in the form of adding questions and assignment.

 Articles related

Avita Elok Faiqoh,Ashadi Ashadi    

It is widely believed that L2 learners who have positive attitudes towards the target culture and its people are likely to learn the target language more effectively than those who do not possess such attitudes. As technology continues to be increasingly... see more

Revista: Englisia

Noorafini Kassim,Muhammad Sabri Sahrir,Tunku Badariah Tunku Ahmad    

Readiness is an important indicator of learners' willingness to engage productively in a virtual learning environment. Low readiness is believed to be the main reason behind virtual learning failure. The purpose of this present study is to investigate th... see more


Indah Sari,Parlindungan Sinaga,Hernani Hernani,Ahmad Mudzakir,Anas Santria    

This research aims to elucidate the potential benefits and inherent challenges of employing Virtual Reality (VR) technology as an instructional tool in contemporary educational settings. With an emphasis on understanding teachers' perceptions, the study ... see more


Janet Zydney, Casey Hord    

In this design case, we describe our first attempt to create a virtual mathematics tutoring program for students with learning disabilities. We describe in detail how the design was motivated by the pandemic which forced schools into remote learning, how... see more


Rebecca Rawson, Uchechukwu Okere, Owen Tooth    

Recent research in the field of virtual reality (VR) education is dominated by the application, experience, and effectiveness of high-immersive environments. However, high-immersive VR may not be accessible to all learners, with online distance learning ... see more