ENHANCING STUDENT MOTIVATION THROUGH INTERACTIVE LEARNING MEDIA AT MA NW LENEK LAUK
DOI:
https://doi.org/10.62567/micjo.v3i4.3296Keywords:
Digital Learning, Interactive Media, Learning Motivation, MA NW Lenek Lauk, Qualitative ResearchAbstract
Learning motivation is one of the key factors influencing students’ participation in the learning process. Low learning motivation may result in limited participation, low interest, and suboptimal learning outcomes. This study aimed to describe the use of interactive learning media in enhancing student learning motivation at MA NW Lenek Lauk. A qualitative field research approach was employed. Data were collected through observations of classroom learning, semi-structured interviews with the principal, two teachers, and three eleventh-grade students, and documentation. Data were analyzed using the interactive model of Miles, Huberman, and Saldaña, involving data condensation, data display, and conclusion drawing and verification. Data credibility was strengthened through source triangulation, methodological triangulation, and member checking. The findings showed that the use of PowerPoint presentations, educational videos, and Quizizz contributed to higher student attention, participation, confidence, and enthusiasm. Students became more willing to ask questions, participate in discussions, and complete learning tasks. The implementation was supported by teachers’ competence, students’ enthusiasm, school leadership support, and available technological facilities. However, unstable internet connections, limited devices, and differences in teachers’ digital skills remained challenges. Overall, interactive learning media contributed positively to student learning motivation at MA NW Lenek Lauk.
Downloads
References
Anisa, K. D., Marmanto, S., & Supriyadi, S. (2020). The effect of gamification on students’ motivation in learning English. Leksika: Jurnal Bahasa, Sastra dan Pengajarannya, 14(1), 22–28. https://doi.org/10.30595/lks.v14i1.5695
Arsyad, A. (2020). Media pembelajaran (Revised ed.). Rajawali Pers.
Bruner, J. S. (1966). Toward a theory of instruction. Harvard University Press.
Bunyamin, A. C., Juita, D. R., & Syalsiah, N. (2020). Penggunaan Kahoot sebagai media pembelajaran berbasis permainan sebagai bentuk variasi pembelajaran. Gunahumas, 3(1), 43–50. https://doi.org/10.17509/ghm.v3i1.28388
Danaswari, C., & Gafur, A. (2018). Multimedia pembelajaran berbasis web pada mata pelajaran akuntansi SMA untuk peningkatan motivasi dan hasil belajar. Jurnal Inovasi Teknologi Pendidikan, 5(2), 204–218. https://doi.org/10.21831/jitp.v5i2.15543
Daryanto. (2016). Media pembelajaran (2nd rev. ed.). Gava Media.
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01
Fadly, M. F. N., & Sari, P. M. (2022). Persepsi siswa terhadap pemanfaatan Kahoot dan Quizizz dalam pembelajaran di kelas IV sekolah dasar. Jurnal Cakrawala Pendas, 8(4), 1029–1037. https://doi.org/10.31949/jcp.v8i4.2792
Jonassen, D. H. (1999). Designing constructivist learning environments. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory (Vol. II). Lawrence Erlbaum Associates.
Kartini, S., Putra, H. K., & Mukti, W. P. (2024). Pengaruh penggunaan media pembelajaran Quizizz terhadap motivasi belajar siswa. Edudikara: Jurnal Pendidikan dan Pembelajaran, 8(4), 146–151. https://doi.org/10.32585/edudikara.v8i4.350
Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. Springer. https://doi.org/10.1007/978-1-4419-1250-3
Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9780511811678
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press. https://doi.org/10.1017/9781316941355
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). SAGE Publications.
Piaget, J. (1952). The origins of intelligence in children. International Universities Press.
Sardiman, A. M. (2018). Interaksi dan motivasi belajar mengajar. Rajawali Pers.
Schunk, D. H. (2012). Learning theories: An educational perspective (6th ed.). Pearson.
Shabiroh, S. A. U., & Alrianingrum, S. (2023). A comparison of the use of Quizizz and Kahoot learning media on the history learning outcomes of 12th-grade science students at Balongpanggang State High School 1. Avatara: Jurnal Pendidikan Sejarah, 13(2).
Sweller, J. (2011). Cognitive load theory. Psychology of Learning and Motivation, 55, 37–76. https://doi.org/10.1016/B978-0-12-387691-1.00002-8
Tualaka, J., & Sitompul, H. (2023). Penerapan Kahoot! sebagai media pembelajaran dalam menumbuhkan minat belajar siswa. Jurnal Pengembangan Pembelajaran dan Riset Fisika, 1(2), 76–83.
Uno, H. B. (2021). Teori motivasi dan pengukurannya: Analisis di bidang pendidikan. Bumi Aksara.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Yuslinda, Y. (2018). Multimedia interaktif dalam meningkatkan motivasi belajar Akidah Akhlak. KURIOSITAS: Media Komunikasi Sosial dan Keagamaan, 11(2), 122–134. https://doi.org/10.35905/kur.v11i2.724
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Simatillah, Muh. Junaidi, Sulastri Pardani

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.





























