This study discusses how students' learning outcomes can improve using the quizizz application. This study uses a research method based on the Kemmis Teggard model, namely planning, action, observation, and reflection. The result of the study is that the quzizz application is used to increase students' final results. The quizizz application is an educational game that contains questions with various colors and images that support visually, making learners interested in developing themselves cognitively while playing. This study contains two cycles, where in the first cycle the learners who completed 41% and increased in the second cycle by 62%. For the number of learners who have completed the first cycle as many as 13 learners, and increased in the second cycle as many as 20 learners.
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