Efektivitas Model Pembelajaran Discovery Learning Berbantuan Media Quizizz dan Project Based Learning Berbantuan Media Kahoot pada Pembelajaran Bahasa Indonesia Kelas IV Sekolah Dasar
DOI:
https://doi.org/10.29240/estetik.v8i2.13776Keywords:
Discovery Learning, Project Based Learning, Quizizz, Kahoot, Bahasa Indonesia.Abstract
Abstrak. Pembelajaran Bahasa Indonesia di sekolah dasar memerlukan strategi interaktif yang mampu menjawab tuntutan literasi abad ke-21. Penelitian ini menguji efektivitas model Discovery Learning berbantuan Quizizz dan Project Based Learning berbantuan Kahoot terhadap hasil belajar siswa kelas IV. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi experiment serta analisis uji-t dua sampel independen. Hasil penelitian menunjukkan bahwa Discovery Learning secara signifikan meningkatkan pemahaman konsep kebahasaan, sedangkan Project Based Learning berpengaruh lebih kuat pada keterampilan penyusunan teks. Integrasi keduanya terbukti memberikan dampak positif terhadap peningkatan hasil belajar Bahasa Indonesia. Kesimpulannya, kombinasi kedua model berbasis digital ini layak diterapkan sebagai pendekatan inovatif dalam pembelajaran di sekolah dasar.
Kata Kunci: Discovery Learning, Project Based Learning, Quizizz, Kahoot, Bahasa Indonesia.
Downloads
References
Ary, D., Jacobs, L. C., Irvine, C. K. S., & Walker, D. A. (2018). Introduction to Research in Education (10th ed.). Cengage Learning.
Brown, H. D. (2015). Teaching by Principles: An Interactive Approach to Language Pedagogy (4th ed.). Pearson Education.
Bruner, J. S. (1961). The act of discovery. Harvard Educational Review, 31(1), 21–32. https://doi.org/10.17763/haer.31.1.v8718242286621n6
Hake, R. R. (1999). Analyzing Change/Gain Scores. Indiana University.
Huang, Y.-M., Lin, Y.-T., & Cheng, S.-C. (2021). An Instructional Design Approach for Promoting Engagement in Online Project-Based Learning. Educational Technology Research and Development, 69(5), 2497–2520. https://doi.org/10.1007/s11423-021-09998-3
Lestari, T. W., Sah, Y. W. A., & Hasanah, S. N. (2019). Quizizz: A comparative study on the implementation of e-learning application toward student’s motivation. LinguA-LiterA: Journal of English Language Teaching Learning and Literature, 2(2). https://doi.org/10.30651/literal.v2i2.2849
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ Perception of Kahoot!’s Influence on Teaching and Learning. Research and Practice in Technology Enhanced Learning, 13(9), 1–23. https://doi.org/10.1186/s41039-018-0078-8
Nurhidayati, R. (2021). Implementasi project based learning dalam meningkatkan kemampuan menulis teks deskripsi siswa kelas IV. Pena Literasi: Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 4(2), 80–90. https://doi.org/10.24853/pl.4.2.80-91
Pallant, J. (2020). SPSS Survival Manual: A Step by Step Guide to Data Analysis Using IBM SPSS (7th ed.). McGraw-Hill Education.
Putri, S. N. (2020). Pengaruh model discovery learning terhadap hasil belajar Bahasa Indonesia siswa kelas V SDN 3 Malang. Jurnal Pendidikan Dasar Nusantara, 5(1), 45–52. https://jurnal.ustjogja.ac.id/index.php/jpdn/article/view/6439
Retnaningrum, E., & Pamungkas, J. (2024). The Influence of Using the Discovery Learning Model Assisted by the Quizizz Application Media on Learning Outcomes. Jurnal Penelitian Pendidikan IPA, 10(Special Issue), 448–457. https://doi.org/10.29303/jppipa.v10iSpecialIssue.7897
Saragih, M., & Damanik, R. (2023). Comparison of Student Learning Outcomes Using Problem‑Based Learning‑Based Kahoot and Quizizz Media on Materials. Cendikia: Media Jurnal Ilmiah Pendidikan, 13(6), 1054–1058. https://doi.org/10.35335/cendikia.v13i6.3922
Sari, R. F., Gunawan, I., & Mahdum. (2020). The Effectiveness of Discovery Learning and Project-Based Learning Models in Improving Students’ Writing Skills. Journal of Language Teaching and Research, 11(5), 780–788. https://doi.org/10.17507/jltr.1105.07
Sugiyono. (2017). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif dan R&D. Alfabeta.
Sundayana, R. (2016). Statistika penelitian pendidikan. Alfabeta.
Thomas, J. W. (2000). A review of research on project-based learning. The Autodesk Foundation. http://www.bie.org/index.php/site/RE/pbl_research/29
Wang, A. I., & Tahir, R. (2020). The Effect of Using Kahoot! for Learning – A Literature Review. Computers & Education, 149. https://doi.org/10.1016/j.compedu.2020.103818
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The impact of gamified flipped instruction on EFL learners’ speaking skills and their perceptions. Innovation in Language Learning and Teaching, 14(3), 210–231. https://doi.org/10.1080/17501229.2018.1537688
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2025 Ayu Siti Juariah, Teti Sobari

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Authors who publish with ESTETIK : Jurnal Bahasa Indonesia agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).



