A Quiziz Game-Based Learning Implementation in Improving Learner’s Critical Thinking Skills
This study aims to determine the effectiveness of game-based learning through Quizizz in improving the learning outcomes of seventh-grade social studies students at SMP Negeri 7 Semarang. The research employed a pre-experimental design, specifically the one-group pre-test-post-test method. Data sources included teachers, students, the learning process, relevant documents, and validators. Data were collected through observations, document analysis, and questionnaires. The data analysis utilized the N-Gain test and the T-Test, with the predetermined minimum completeness criteria. The findings demonstrate that game-based learning through Quizizz is highly feasible and effective. The validation data indicate that Quizizz as a tool for improving critical thinking skills has a high level of validity, with average scores of 95.7% from media experts, 100% from material experts, and 100% from experts in critical thinking. The N-Gain analysis indicated a 29% improvement in the first cycle, categorized as Less Effective, and an 82% improvement in the second cycle, categorized as Quite Effective. In addition, the significance value of 0.00 indicates a statistically significant difference between the two groups. Keywords: Game-Based Learning, Quizizz, Critical thinking
Authors
- Dewi Liesnoor Setyowati (ORCID: https://orcid.org/0000-0002-6191-6026)
- Suwito Eko Pramono (ORCID: https://orcid.org/0000-0002-6486-5260)
- Mellania Nur Mahmudah
Institutions
- State University of Semarang (ID)
Publication Details
- Journal
- International Journal of Research and Review
- Published
- 2024-10-04
- DOI
- https://doi.org/10.52403/ijrr.20241010
- Citations
- 1
- Primary Topic
- Educational Methods and Media Use
- Type
- article
- Field-Weighted Citation Impact
- 0.78