THE INFLUENCE OF 'QUIZIZZ' MEDIA WITH TEAMS GAMES TOURNAMENT MODEL ON DIGITAL LITERACY IN SOCIAL STUDIES
Abstract
Digital-native learners, well-versed in technology, require deliberate attention to equip them to navigate challenges in an increasingly complex technological landscape via enhanced digital literacy skills. This research was conducted to explain whether or not there is an effect of using E-Learning Media 'Quizizz' with the Cooperative Learning model: Teams Games Tournament on Students' Digital Literacy in Social Studies Learning at SMP Negeri 4 Setu, Bekasi. This type of research is experimental research with a quantitative approach. This research uses a one-shot case research model. Researchers anticipate a substantial impact on the digital literacy abilities of Grade IX students based on this research's sample. The research employed purposive sampling to gather data through questionnaires, tests, and documentation. Data analysis using the independent sample t-test yielded a significance value of 0.000, indicating a rejection of Ho and acceptance of Ha, confirming the impact of E-Learning tool 'Quizizz' with the Cooperative Learning model Teams Games Tournament on students' digital literacy in social studies education.