This study aims to examine the effectiveness of implementing Quizizz gamification based on the Mastery Peak model in improving students' critical thinking and collaboration skills at SMP IT Madani. A quasi-experimental method with a pretest–posttest control group design was used. The sample consisted of 60 eighth-grade students, divided into two groups: an experimental group (using Mastery Peak Quizizz) and a control group (conventional learning), each consisting of 30 students. The instruments used included descriptive tests to measure critical thinking and a Likert scale questionnaire to assess collaboration skills. The results showed that the experimental group improved their critical thinking posttest scores from 63.67 to 84.50, with a normalized gain (N-Gain) of 0.56 (medium–high category), while the control group improved from 65.67 to 75.67 (N-Gain = 0.30). This difference was statistically significant (p = 0.0005). In terms of collaboration, the experimental group's scores increased from 60.87 to 88.53 (N-Gain = 0.71), while the control group increased from 61.93 to 74.27 (N-Gain = 0.37), also showing a significant difference. The most improved dimensions were open communication and joint decision-making. These findings provide practical insights that Mastery Peak-based gamification is effective not only in enhancing cognitive achievement but also in fostering social interaction and teamwork. Therefore, this strategy is recommended as a relevant and transformative instructional approach for developing 21st-century skills.
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