Enhancing student engagement and cognitive skills in sociology: A qualitative study of quizizz true/false mode in an Indonesian high school

This study examines a student engagement model utilizing the Quizizz True or False mode in Sociology for Class XI IPS 3. Employing a qualitative descriptive approach, primary data were collected through observations and interviews with the Sociology teacher and 10 purposively selected students representing diverse engagement levels and group dynamics. Secondary data included school documents. Data analysis followed stages of collection, reduction, presentation, and conclusion drawing, with validity ensured through prolonged observation, persistence, and triangulation. Findings reveal that engagement implications encompass four behavioral aspects: (1) participation/contribution, (2) collaboration, (3) initiative/independence, and (4) motivation/interest, all enhancing active learning. Cognitive improvements were observed across four domains: knowledge/comprehension, application, analysis, and evaluation. The model demonstrated efficacy, with average scores rising from 86.67 (first session) to 95 (second session), indicating improved learning outcomes. These results underscore the potential of gamified quiz tools to bolster both engagement and academic performance in social science education.

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Publication Details

Journal
ASATIZA Jurnal Pendidikan
Published
2025-05-31
DOI
https://doi.org/10.46963/asatiza.v6i2.2422
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Enhancing student engagement and cognitive skills in sociology: A qualitative study of quizizz true/false mode in an Indonesian high school

Adhalia Zatalini, Iwan Ramadhan, Anisa Afiah
ASATIZA Jurnal Pendidikan
Educational Games and Gamification
article

Enhancing student engagement and cognitive skills in sociology: A qualitative study of quizizz true/false mode in an Indonesian high school

Adhalia Zatalini, Iwan Ramadhan, Anisa Afiah
article en

Abstract

This study examines a student engagement model utilizing the Quizizz True or False mode in Sociology for Class XI IPS 3. Employing a qualitative descriptive approach, primary data were collected through observations and interviews with the Sociology teacher and 10 purposively selected students representing diverse engagement levels and group dynamics. Secondary data included school documents. Data analysis followed stages of collection, reduction, presentation, and conclusion drawing, with validity ensured through prolonged observation, persistence, and triangulation. Findings reveal that engagement implications encompass four behavioral aspects: (1) participation/contribution, (2) collaboration, (3) initiative/independence, and (4) motivation/interest, all enhancing active learning. Cognitive improvements were observed across four domains: knowledge/comprehension, application, analysis, and evaluation. The model demonstrated efficacy, with average scores rising from 86.67 (first session) to 95 (second session), indicating improved learning outcomes. These results underscore the potential of gamified quiz tools to bolster both engagement and academic performance in social science education.

ASATIZA Jurnal PendidikanVol. 6(2)
Tanjungpura University (ID)
Quality Education
Openalex Percentile: Top 86%
Educational Games and Gamification
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