Penggunaan Game Interaktif Digital (Quizizz) untuk Meningkatkan Minat Belajar Siswa dalam Materi Rukun Islam SDN 06 Sirukam
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Abstract
This study examines the use of the digital interactive game platform, Quizizz, to enhance students' interest in learning about the Five Pillars of Islam (Rukun Islam) among fifth-grade students at SDN 06 Sirukam. The objective of the research was to determine whether the integration of Quizizz as a learning tool could increase student engagement and improve their understanding of the Rukun Islam. Throughout the study, students participated in interactive quiz-based games that focused on the five pillars, which include the testimony of faith, prayer, fasting, charity, and pilgrimage. The results revealed a significant increase in students' motivation and interest in the subject, as well as an improvement in their retention of key concepts. The game format provided a fun and competitive learning environment, which encouraged active participation. This study concludes that the use of digital interactive games such as Quizizz can be an effective and engaging method to enhance students' understanding of religious concepts while also fostering greater student enthusiasm in the learning process.