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PENERAPAN MODEL PEMBELAJARAN GAME BASED LEARNING QUIZIZZ UNTUK MENINGKATKAN KEAKTIFAN BELAJAR SISWA Martin Yohanes Tote
Prosiding Ilmu Pendidikan dan Keguruan Vol. 4 No. 1 (2026): Inovasi Pembelajaran yang Terintegrasi dalam Kurikulum Nasional Menuju Generasi
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59098/pips.v4i1.3253

Abstract

This study aims to improve students’ learning engagement through the implementation of the Quizizz-based Game-Based Learning model in Sociology subjects. This research employed Classroom Action Research (CAR) conducted in two cycles involving 30 twelfth-grade students at SMA Negeri 7 Kupang. Data were collected through observation, tests, and documentation. The results showed that in the pre-cycle stage, students’ learning engagement was relatively low, with an average score of 67 and learning outcomes of 58.9. In Cycle I, student engagement increased to 76.5 and learning outcomes reached 77.06, although the target had not been achieved. In Cycle II, after improving instructional strategies, student engagement significantly increased to 84.33 and learning outcomes reached 87.86. These findings indicate that the implementation of the Quizizz-based Game-Based Learning model is effective in enhancing students’ learning engagement. Therefore, game-based learning media can serve as an innovative alternative to improve classroom learning quality.