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Implementation of a Quizizz-Based Gamification Approach to Improve Students’ Learning Outcomes

Aug 2026 · Jurnal Ilmiah Pendidikan Profesi Guru · 0 citations · 30 references

Abstract

Low student learning outcomes on the topic of norms indicate a need for more interactive, engaging instructional strategies that provide rapid formative feedback. This study aims to evaluate the effectiveness of a Quizizz-based gamification approach in improving student learning outcomes and engagement with the subject matter of norms. The study employed Classroom Action Research with a two-cycle design comprising planning, action implementation, observation, and reflection. The subjects were 35 students from a Grade X-8 high school class, all of whom participated in the intervention. Data were collected via learning outcome tests, observations, and interviews, utilizing corresponding instruments (tests, observation sheets, and interview guides). Quantitative data were analyzed using mean scores, highest and lowest scores, and N-Gain, while qualitative data underwent interactive analysis involving data reduction, data presentation, and conclusion drawing. The results showed an increase in the average score from 76.11 in Cycle I to 89.57 in Cycle II, with an N-Gain of 0.55 (moderate category); 24 students achieved moderate to high levels of improvement. In conclusion, Quizizz-based gamification effectively enhances student learning outcomes and engagement. Consequently, Pancasila Education teachers can integrate Quizizz as both an interactive learning medium and a formative assessment tool to support instructional improvement.

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