Integrating Game-Based Learning with Quizizz to Improve Islamic Education Outcomes
Background The increasing use of technology in education has been shown to enhance student involvement and academic performance. One approach gaining traction is Game-Based Learning (GBL), with platforms like Quizizz providing engaging, interactive learning experiences. This research investigates the impact of Quizizz on learning outcomes in Islamic Education at SD Muhammadiyah 1 Sedati. Aims The purpose of this study is to evaluate how the use of Quizizz as a game-based learning tool can improve student performance and engagement in Islamic Education. The study focuses on understanding the role of gamification in enhancing student motivation and achievement in this subject. Methods A quasi-experimental design was employed, utilizing pre- and post-test assessments over a six-week period. Students at SD Muhammadiyah 1 Sedati participated in Quizizz-based learning sessions. Data collection involved quizzes, classroom observations, and student feedback to measure the effect on learning outcomes and overall engagement. Results The study found a significant improvement in students’ academic performance and engagement. Post-test results showed enhanced scores, and students exhibited increased enthusiasm and participation in lessons following the introduction of Quizizz. Conclusion The findings suggest that integrating Quizizz into Islamic Education not only boosts academic performance but also fosters an interactive, enjoyable learning environment. This research highlights the potential of gamified learning to enhance educational experiences and student outcomes.
Authors
- Hestina Putri Mukharomah
Institutions
- Universitas Muhammadiyah Surabaya (ID)
Publication Details
- Journal
- Journal of Studies in Elementary Education
- Published
- 2025-05-20
- DOI
- https://doi.org/10.64268/jsee.v1i1.27
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00