PENGARUH PENGGUNAAN GAMIFICATION QUIZWHIZZER TERHADAP KECERDASAN EMOSIONAL SISWA KELAS V SDN KARANGANTU

Iin Andriyani, - (2023) PENGARUH PENGGUNAAN GAMIFICATION QUIZWHIZZER TERHADAP KECERDASAN EMOSIONAL SISWA KELAS V SDN KARANGANTU. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Abstrak: Peserta didik akan mudah diterima di lingkungan sekolah dan rumah serta masyarakat apabila memiliki kecerdasan emosional. Namun, temuan hasil observasi terdapat peserta didik yang belum mampu mengendalikan emosinya secara baik. Di era teknologi, penggunaan gamification learning dalam pendidikan sudah sangat mudah dilakukan, salah satunya dengan memanfaatkan Quizwhizzer. Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh penggunaan gamification Quizwhizzer terhadap kecerdasan emosional siswa kelas V SDN Karangantu. Adapun teori yang digunakan yaitu kecerdasan emosional yang dipopulerkan oleh Daniel Goleman yang mencakup aspek self-awareness (pengenalan diri), self-regulation (penguasaan diri), self-motivation (motivasi diri), empathy (empati) dan effective relationship (hubungan yang efektif). Penelitian berlokasi di SDN Karangantu, populasi penelitian ini adalah siswa kelas V SDN Karangantu, adapun sampel pada penelitian ini menggunakan teknik purposive sampling yaitu kelas VB SDN Karangantu dengan jumlah 35 siswa. Metode penelitian ini menggunakan metode kuantitatif dengan bentuk one-group pre-test post-test design yang termasuk dalam jenis pre-eksperimen design dengan instrumen penelitian berupa angket dengan skala pengukuran yang digunakan adalah skala likert. Hasil penelitian menunjukkan kemampuan kecerdasan emosional siswa kelas V SDN Karangantu mengalami peningkatan dengan melihat nilai rata-rata pre-test dan rata-rata post-test dengan peningkatan rata-rata 17,91%. Selain itu, hasil uji hipotesis menggunakan uji paired sample t-test diperoleh nilai signifikansi (2 tailed) 0,000 < 0,05 hal ini menunjukkan terdapat pengaruh yang bermakna terhadap perbedaan perlakuan pada masing-masing data, hal tersebut dapat diartikan sebagai Ha diterima dan Ho ditolak. Dengan demikian dapat disimpulkan bahwa terdapat pengaruh penggunaan media pembelajaran gamification Quizwhizzer terhadap kecerdasan emosional siswa kelas V. Kata kunci: media pembelajaran, gamification, Quizwhizzer, kecerdasan emosional Abstract: Students will be easily accepted in the school and home environment and society if they have emotional intelligence. However, the findings from observations were that there were students who had not been able to control their emotions well. In the age of technology, using gamification learning in education is very easy to do, one of them by utilizing Quizwhizzer. This study aims to determine whether there is an effect of the use of gamification Quizwhizzer on the emotional intelligence of fifth-grade students at SDN Karangantu. The theory used is emotional intelligence popularized by Daniel Goleman which includes aspects of self-awareness, self-regulation, self-motivation, empathy and effective relationship. The research is located at SDN Karangantu, the population of this study is fifth-grade students at SDN Karangantu, while the sample in this study uses a technique of purposive sampling namely class VB SDN Karangantu with a total of 35 students. This research method uses a quantitative method in the form of a one-group pre-test post-test design which is included in the type of pre-experimental design. The results showed that the emotional intelligence abilities of the fifth-grade students at SDN Karangantu had increased by looking at the average pre-test and average post-test increase of 17, 91%. In addition, the results of testing the hypothesis using the paired sample t-test obtained a significance value (2-tailed) 0.000 <0.05, this shows that there is a significant effect on differences in treatment in each data, this can be interpreted as Ha accepted and Ho rejected. Based on that, it can conclude that there is an effect of using gamification Quizwhizzer on emotional intelligence of fifth-grade students at SDN Karangantu. Keywords: learning media, gamification, Quizwhizzer, emotional intelligence

Item Type: Thesis (S1)
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Serang > PGSD UPI Kampus Serang
Depositing User: Iin Andriyani
Date Deposited: 28 Feb 2023 07:21
Last Modified: 28 Feb 2023 07:21
URI: http://repository.upi.edu/id/eprint/87894

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