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Intan Meilina Aisyah; Aidatul Istifaiyah; Supriyo

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

PTK was conducted at SMAN 2 Pasuruan with one class as the subject of the research. The purpose of the CAR is to increase students' motivation to learn by using Quizziz learning media. The research was conducted in two cycles, with planning, implementation, observation, and reflection as part of it. The results of the study indicate that the use of Quizziz can increase students' desire to learn. Based on the results of the PTK conducted in class X of SMAN 2 Pasuruan on increasing students' learning motivation by using Quizziz learning media in mathematics learning. In cycle 1, the percentage of students' learning motivation was 74%. Furthermore, in the second cycle, the percentage of students' learning motivation was 83%. With this statement, students' learning motivation increased by 9%. With each quiz given, students become more active and compete healthily. The results show that Quizziz can be used as a useful learning tool to encourage students to learn more. This study found that Quizziz can increase students' motivation and have a positive effect on their learning outcomes.

Salsha Julia; Keisya Damia Garbita; Syah Akbar; Beny Rahim; Muhammad Ilham +1 more

Jurnal Ilmu Kesehatan 2025 Lembaga Pengembangan Kinerja Dosen

The research aims to explore how Quizziz can be effective in improving the understanding of currency recognition in learners with disabilities. The research used a quantitative approach and an experimental method of one group pre-test post-test design to collect data on student learning outcomes. Data collection was done through written tests in the form of multiple choice, with analysis using parametric statistical techniques and Paired Sample T-Test test. The data findings showed that the average student pretest score was 66.0 and which then increased to 89.3 on the posttest, with an average difference of 23.3 points. The statistical test resulted in a significance value of p = 0.004, which is a value that shows the significance of the difference and increase in scores. The increase in the results obtained is an indication that when learning is carried out with gamification and visual-based media such as Quizizz is able to provide assistance in helping students understand the basic concepts of currency and increase learning motivation through an attractive and interactive display. Thus, it can be concluded that the Quizizz application can be a feasible alternative for use in learning, especially to increase the independence of students with disabilities in daily life through mastery of currency recognition material.

A. Nur Putri; Sulfiani Sulfiani; Andi Quraissy; Ramliah Ramliah; Nasir Nasir

This research aims to test whether there is an influence of the use of game-based learning media Quizziz on student learning outcomes in informatics subjects at SMK Negeri 2 Maros. Sampling used a purposive samplingtechnique. The sample taken was class X TJKTB with a total of 34 students. This research uses one independent variable, namely the use of Quizziz learning media (X) and one dependent variable, namely learning outcomes (Y). This research method uses pre-experiment, one group pretest and posttest. The data analysis technique used in this research is descriptive statistical analysis. The results of this research show that the significance value (Sign.) is 0.001, which means less than 0.05. The use of Quizziz learning media based on game based learning in informatics subjects can influence student learning outcomes at SMK Negeri 2 Maros. This can be proven by increasing student learning outcomes through pretest and posttest activities, where students can achieve an average score of 62.20% without treatment and students can achieve a score of 87.64% after treatment. So there was an increase in student scores of 25.44%.