Effectiveness of Quizz-based Edugame as Learning Support Media for Improvement of Learning Outcomes

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.

Authors

Institutions

Publication Details

Journal
Juwara Jurnal Wawasan dan Aksara
Published
2025-04-24
DOI
https://doi.org/10.58740/juwara.v5i1.377
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Effectiveness of Quizz-based Edugame as Learning Support Media for Improvement of Learning Outcomes

Dwi Sulistyaningsih, Iswahyudi Joko Suprayitno, Slamet Sariyanto
Juwara Jurnal Wawasan dan Aksara
Educational Methods and Media Use
article

Effectiveness of Quizz-based Edugame as Learning Support Media for Improvement of Learning Outcomes

Dwi Sulistyaningsih, Iswahyudi Joko Suprayitno, Slamet Sariyanto
article en

Abstract

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.

Juwara Jurnal Wawasan dan AksaraVol. 5(1)
Universitas Muhammadiyah Semarang (ID)
Openalex Percentile: Top 88%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Effectiveness of Quizz-based Edugame as Learning Support Media for Improvement of Learning Outcomes — Dwi Sulistyaningsih, Iswahyudi Joko Suprayitno, et al. · Juwara Jurnal Wawasan dan Aksara (2025) | TGRS Research Map | TGRS