Can Quizziz-Assisted Game-Based Learning Model Improve Mathematics Learning Outcomes?

Authors

  • Nasa Putri Salmon Universitas Negeri Gorontalo, Gorontalo, Indonesia
  • Sumarno Ismail Universitas Negeri Gorontalo, Gorontalo, Indonesia
  • Majid Universitas Negeri Gorontalo, Gorontalo, Indonesia

DOI:

https://doi.org/10.22460/jiml.v8i4.29492

Keywords:

Mathematics Learning Outcomes , Game-Based Learning , Quizziz

Abstract

Learning outcomes are the main indicators of educational success, covering the abilities, knowledge, skills, and understanding acquired after the learning process.This research aims to improve student learning outcomes by applying the Game-Based Learning model using Quizizz on the topic of data presentation. The data were obtained from a classroom action research (CAR) that implemented the Game-Based Learning model assisted by Quizizz-based learning media, with the goal of improving student mathematics learning outcomes on the topic of Data Presentation. The research was conducted in Class VII-1 of SMP Negeri 1 Tilamuta.The findings show that using the Game-Based Learning model with Quizizz improves student learning outcomes. Teacher activity increased from 59.37% in Cycle I to 87.49% in Cycle II, while student activity increased from 46.9% in Cycle I to 81.24% in Cycle II. Meanwhile, the average student learning outcomes in the affective domain increased from 59.15% in Cycle I to 83.55% in Cycle II, in the psychomotor domain from 61.59% in Cycle I to 83.01% in Cycle II, and in the cognitive domain, through test results, from 47.67% in Cycle I to 85.86% in Cycle II. Thus, the success indicators for teacher activity, student activity, and student learning outcomes in the affective, psychomotor, and cognitive domains have been achieved in accordance with the expected standard of 80%.

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Published

2025-12-01

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