This study aims to test the effectiveness of the implementation of the Teams Games Tournament cooperative learning model based on Quizizz in the Basics of Electrical Engineering subjects for class X Electrical Engineering students at SMK Negeri 1 Lembah Melintang. The implementation of this model aims to enhance student active participation and learning outcomes in the course. This study used a quasi-experimental method with a pretest-posttest control group design. This study involved 63 class X Electrical Engineering students registered in the 2024/2025 academic year. To measure its effectiveness, students were divided into experimental and control groups, and both groups were given a pretest before learning and a posttest after learning. The pretest and posttest scores were then analyzed using the N-Gain Score and Effect Size calculations. The results showed that the N-Gain Score of the experimental group was in the medium category, while the control group only reached the low category. Additionally, the Effect Size calculation yielded a high category. Thus, it can be concluded that the implementation of the Quizizz-based Teams Games Tournament type cooperative learning model is effective in increasing active participation and student learning outcomes in the Basics of Electrical Engineering subjects.
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