Publication Search

73,319 articles from 712 journals · 2,111 citations tracked

Showing 1-10 of 10

Analytics

Sri Muryani; Sukini Sukini; Tukiyo Tukiyo

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study aimed to improve students’ learning motivation and Indonesian language learning outcomes in Class IVA of SD Negeri Kradenan through the use of Quizizz as a learning medium. The research employed both qualitative and quantitative approaches using a Classroom Action Research (CAR) design developed by Suharsimi Arikunto. The participants consisted of Class IVA students and the Indonesian language teacher at SD Negeri Kradenan. The study was conducted in two cycles, each consisting of planning, action implementation, observation, and reflection stages. Data were collected through interviews, observations, documentation, and achievement tests. The research instruments included interview guidelines, observation sheets, and learning outcome tests. The results indicated a significant improvement in students’ learning motivation across several indicators, including enthusiasm for learning, willingness to listen to the teacher’s explanations, confidence in answering questions, and willingness to complete practice exercises. The average achievement of all learning motivation indicators reached 88% by the end of the second cycle. Furthermore, students’ learning outcomes also improved substantially. Learning mastery increased from 37.5% in the pre-cycle stage to 58.3% in Cycle I and reached 83.3% in Cycle II. These findings demonstrate that the use of Quizizz in Indonesian language learning effectively enhances students’ learning motivation, which subsequently contributes to improved learning outcomes.

R. Muhamad Yasin Fadilah; Aan Hasanah; Mohamad Erihadiana; Nurhamzah Nurhamzah

International Journal of Islamic Educational Research 2026 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study was motivated by the low levels of student motivation and cognitive learning outcomes in the Islamic Education (PAI) subject at SMK Pasundan 1 and SMK Bunga Persada Cianjur. The phenomenon was identified through preliminary observations showing that 45% of students scored below the Minimum Mastery Criteria (KKM) and demonstrated low engagement during the learning process. The school’s efforts to improve student motivation and learning outcomes have not been optimal, as teaching methods and media are still largely limited to conventional approaches. Therefore, innovation in learning through the use of technology-based interactive multimedia such as Google Classroom, YouTube, and Quizizz is needed to create more engaging and effective learning experiences. The objectives of this study were to identify: (1) the implementation of Google Classroom, YouTube, and Quizizz multimedia in PAI learning; (2) students’ learning motivation; (3) students’ cognitive learning outcomes; (4) the influence of multimedia implementation on students’ learning motivation; (5) the influence of multimedia implementation on students’ cognitive learning outcomes; and (6-8) the qualitative findings that expand and deepen the quantitative results regarding multimedia implementation, learning motivation, and cognitive learning outcomes at SMK Pasundan 1 and SMK Bunga Persada Cianjur. This research employed a Mixed Methods approach using a sequential explanatory design, combining quantitative and qualitative methods in sequence. Data were collected through questionnaires, interviews, observations, and document analysis.

Nur Khasanah, Rahma; Kusumadani, Annur Indra; Mulyono, Yatin

JOURNAL OF BIOLOGY LEARNING 2025 Universitas Veteran Bangun Nusantara Sukoharjo

This study aims to analyze the application of SSPBLS (Socio-Scientific Problem based Learning with Spiritual Value) on digestive system materials at SMA Muhammadiyah 1 Sragen for the academic year 2024/2025 and to find out whether this model can improve student learning outcomes. The type of research used is quantitative with experimental design. Data collection was carried out through learning outcome tests, observations, and interviews. Based on the results of the t-test, a significance value (sig.) of 0.22 was obtained, which was more than 0.05, which showed that there was no significant difference between the experimental group using the SSPBLS model and the control group using conventional learning methods. The results of this study show that the application of the SSPBLS model to the digestive system material in terms of final average scores can improve student learning outcomes. These results show that SSPBLS has the potential to improve student understanding through a problem-based approach that connects scientific phenomena with social issues, and its application in the field has met expectations. This research contributes to enriching contextual learning approaches through the application of the SSPBLS model which is proven to improve student learning outcomes by integrating social issues, critical thinking skills, and character values and provides alternative effective learning strategies to improve learning outcomes, with an emphasis on students' active involvement in solving problems based on social issues.

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.

Della Eka Eliana; Dita Hendriani

Concept: Journal of Social Humanities and Education 2025 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This study was motivated by the low interest and learning outcomes of students in Economics subjects at SMAN 1 Sutojayan. The purpose of the study was to determine the effect of using the Quizizz application on learning interest, learning outcomes, and both simultaneously in class XI students. The method used was quantitative with a quasi-experimental design, involving 60 students from two classes. Data were collected through questionnaires and tests, then analyzed using the t test of two independent samples and the MANOVA test. The results showed that the Quizizz application had a significant effect on increasing students' learning interest and learning outcomes, with a significance value of 0.002 for the t test and 0.000 for the MANOVA test, respectively. this study shows that the use of interactive learning media such as Quizizz is effective in increasing student learning engagement and achievement.    

Afdal Dinilhaq; Suryani Dasmilena; Pratama Benny Herlandy

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the importance of utilizing technology-based learning media to enhance the effectiveness of the learning process, particularly in Physics subjects that are often perceived as difficult by students. The purpose of this study is to describe the use of Quizizz as a learning media in Physics lessons on Kinetic Energy and Potential Energy material in class X.7 of SMA Negeri 1 Pekanbaru. This study employed a descriptive qualitative method with data collection techniques through observations and documentation of students' learning outcomes. The results showed that the use of Quizizz successfully created an enjoyable learning atmosphere, increased students' motivation, and encouraged active participation. The evaluation scores through Quizizz indicated an improvement in students’ understanding of the material, with the highest score reaching 5000 points. The implication of this research suggests that implementing game-based learning media such as Quizizz can serve as an innovative alternative to improve student learning outcomes and reduce boredom in Physics learning.

Putri Silvia; Kumala Azahra Majidiah; Wafiq Nabila; Jadiaman Parhusip

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to analyze the effect of implementing learning media through the Quizizz application on student learning outcomes in grade V. This study uses an experimental design by comparing two groups, namely the experimental class using Quizizz and the control class using conventional learning methods. The research instrument is a learning outcome test consisting of pretest and posttest questions. The results of the study indicate that the application of Quizizz can significantly improve student learning outcomes. Statistical tests conducted on pretest and posttest data show significant differences between the experimental class and the control class. The results of the validity and reliability of the instrument also show that the test used has good quality. Based on these findings, it can be concluded that the use of Quizizz as a learning medium can improve student learning outcomes and can be applied in the learning process to improve teaching effectiveness.  

Dila Rizki Amanda

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The focus of this research is to investigate the influence of visual learning media on students' Indonesian language learning outcomes. The aim is to reveal the use of YouTube as an Indonesian language learning tool, explore students' perceptions of using Kahoot (a game-based learning application), describe the impact of using Quizizz on student motivation and learning outcomes, and analyze the e-learning learning process via the Edmodo platform in subjects Indonesian. It is also believed that the use of this media can increase students' interest in reading and stimulate the development of their ideas. With stimulated ideas, students' thinking abilities, especially higher level thinking, can be improved directly. In this rapidly developing era, the role of teachers is increasingly vital in the world of education. They are expected to actively develop insight and skills, including in the use of learning media. Visual media is an effective tool in learning, helping students understand the material better. Therefore, it is important for teachers to continue to innovate in creating learning media that suits the needs of the subjects being taught, in order to increase learning effectiveness and student engagement.

Ramdani Putra; Qonaah Nuryan Arif; Fera Afriliya

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

The rapid development of science and technology can now be felt and influences human life. In the world of education, technology has a real positive impact on learning. Students can access more information and faster from various sources. Apart from that, there are many applications that teachers can use, such as PowerPoint, YouTube, or e-learning based systems as learning media. By utilizing technology, this research is descriptive research with a qualitative approach. This research contains a systematic explanation or presentation regarding the analysis of students' responses to the use of the Quizizz application as a learning alternative, there are 36 subjects from students at SMK Muhammdiyah 3 Pekanbaru. The aspects that you want to know are how learning activities are carried out using the Quizizz application, whether the Quizzizz application makes the learning atmosphere less boring, whether the application during learning using the usual method is a lot of dynamics felt by students. Of the 36 research respondents, some students said that learning went smoothly, but the majority of students said that learning was less effective, not conducive, boring, and that it was difficult to understand the material presented by the teacher. The problems experienced by these students occurred because of the guidance for students to always obey the rules and based on the results of the analysis found as study material, it can be concluded that the application of the Quizizz learning media is effective in improving the learning outcomes of elementary school students. Therefore, students need fun activities in learning, as well as building an active learning atmosphere so that they can understand the learning material better

Cindy Nababan; Anjelina Pasaribu; Jamaludin Jamaludin; Sri Yunita

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research aims to improve learning outcomes in Civics subjects through the use of Quizizz media in class X at SMK N 1 Percut Sei Tuan. The research method used is classroom action research which is carried out in two cycles, each consisting of planning, implementation, observation and reflection. The subjects of this research were class X students of SMK N 1 Percut Sei Tuan. The data collection methods used were tests, observations and interviews. The research results show that the use of Quizizz media can significantly improve learning outcomes in Civics subjects. The results of this study show a significant increase in the learning outcomes of students who use Quizizz media compared to the control group. Apart from that, the use of Quizizz media also increases students' interest in learning and provides an interactive and fun learning experience. These findings indicate that the use of Quizizz media can be an effective alternative in improving learning outcomes in Civics subjects in vocational high schools.