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This study was motivated by the low learning motivation and mastery of fifth-grade students at SDN Ngarus 02 Pati on direct and indirect speech due to limited variation in instructional media. This study aimed to analyze the effectiveness of using Quizizz interactive media on students' learning motivation and learning mastery. This quantitative study applied an experimental method with a one-group pretest-posttest design involving 34 students selected through a total sampling technique. Data collection instruments included multiple-choice tests to evaluate learning mastery and a Likert-scale questionnaire to measure learning motivation. The findings indicated that the average cognitive score increased from 44.71 in the pretest to 76.62 in the posttest with an N-Gain value of 0.6055 (moderate category), and classical mastery improved from 2.94% to 58.82%. The Paired Samples T-Test yielded a significance value of 0.000 (p < 0.05) with a t-statistic of -22.786, while students' learning motivation questionnaire score reached an average of 81.42% in the high category. Based on these empirical results, Quizizz interactive media is effective in improving both the learning motivation and mastery of elementary school students. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya motivasi dan ketuntasan belajar siswa kelas V SDN Ngarus 02 Pati pada materi kalimat langsung dan tidak langsung akibat minimnya variasi media pembelajaran. Tujuan penelitian ini adalah untuk menganalisis keefektifan penggunaan media interaktif Quizizz terhadap motivasi dan ketuntasan belajar siswa. Penelitian kuantitatif ini menerapkan metode eksperimen dengan desain one group pretest-posttest pada sampel 34 siswa yang dipilih melalui teknik total sampling. Instrumen pengumpulan data berupa tes objektif pilihan ganda untuk mengukur ketuntasan belajar serta angket berskala Likert untuk mengukur motivasi belajar. Hasil penelitian menunjukkan rata-rata hasil belajar meningkat dari 44,71 pada pretest menjadi 76,62 pada posttest dengan nilai N-Gain sebesar 0,6055 (kategori sedang), serta persentase ketuntasan klasikal meningkat dari 2,94% menjadi 58,82%. Uji Paired Samples T-Test menghasilkan nilai signifikansi 0,000 (p<0,05) dengan t_"hitung" sebesar -22,786, sementara skor angket motivasi belajar mencapai rata-rata 81,42% dalam kategori tinggi. Berdasarkan temuan tersebut, media interaktif Quizizz terbukti efektif dalam meningkatkan motivasi dan ketuntasan belajar siswa sekolah dasar.
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Nuzulunni’mah et al. (2026) studied this question.
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