The Effect of Using Quizizz as a Quizzing Platform on Motivation and Learning Outcomes of Students in Informatics Subjects

This study aimed to analyze the effect of using Quizizz Paper Mode on students’ learning outcomes and motivation in Informatics subjects at SMK Negeri 2 Kepulauan Mentawai. A quasi-experimental design was employed with two grade X classes (16 students each) assigned to experimental and control groups. Data were collected through learning achievement tests, motivation questionnaires, observations, interviews, and documentation, and analyzed using quantitative and qualitative approaches. The results indicated that Quizizz Paper Mode significantly improved both learning outcomes and motivation compared to conventional methods. These findings highlight that gamification through Quizizz Paper Mode provides an adaptive solution for schools in areas with limited ICT infrastructure, such as Mentawai, by creating an engaging and interactive learning environment without relying on internet access or digital devices. The study implies that similar innovations could be implemented more broadly in under-resourced schools to support equitable learning opportunities in the digital era.

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Publication Details

Journal
Jurnal Penelitian Pendidikan IPA
Published
2025-09-25
DOI
https://doi.org/10.29303/jppipa.v11i9.12237
Citations
1
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
8.93

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article

The Effect of Using Quizizz as a Quizzing Platform on Motivation and Learning Outcomes of Students in Informatics Subjects

Dedy Irfan, Sukardi Sukardi, Giatman, Yoharmen Arnov
1 citations
Jurnal Penelitian Pendidikan IPA
Technology-Enhanced Education Studies
8.93
article

The Effect of Using Quizizz as a Quizzing Platform on Motivation and Learning Outcomes of Students in Informatics Subjects

Dedy Irfan, Sukardi Sukardi, Giatman, Yoharmen Arnov
article en
1 citations

Abstract

This study aimed to analyze the effect of using Quizizz Paper Mode on students’ learning outcomes and motivation in Informatics subjects at SMK Negeri 2 Kepulauan Mentawai. A quasi-experimental design was employed with two grade X classes (16 students each) assigned to experimental and control groups. Data were collected through learning achievement tests, motivation questionnaires, observations, interviews, and documentation, and analyzed using quantitative and qualitative approaches. The results indicated that Quizizz Paper Mode significantly improved both learning outcomes and motivation compared to conventional methods. These findings highlight that gamification through Quizizz Paper Mode provides an adaptive solution for schools in areas with limited ICT infrastructure, such as Mentawai, by creating an engaging and interactive learning environment without relying on internet access or digital devices. The study implies that similar innovations could be implemented more broadly in under-resourced schools to support equitable learning opportunities in the digital era.

Jurnal Penelitian Pendidikan IPAVol. 11(9)
State University of Padang (ID)
Universitas Negeri Padang
Openalex Percentile: Top 3%
Technology-Enhanced Education Studies
8.93
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