The background of this study lies in students’ insufficient grasp of Pancasila values alongside their limited learning motivation, both stemming from an overreliance on conventional instructional methods. This research aims to examine the effect of the Quizizz educational game application on Pancasila Education learning outcomes, particularly in the Understanding Pancasila Values topic among Grade IV students at SD Negeri 1 Gesikan. A quantitative approach with a quasi-experimental design was employed. The research population comprised all Grade IV students, with Class IV A serving as the experimental group (21 students) and Class IV B as the control group (18 students). Data were gathered through pre-test and post-test instruments and subsequently analyzed using non-parametric statistical procedures, namely the Mann-Whitney U Test and the Wilcoxon Signed-Rank Test, given that the data did not follow a normal distribution. Findings revealed that the experimental class’ mean post-test score rose markedly to 88.19, with a mastery rate of 85.71%, substantially surpassing the pre-test average of 62.29. Hypothesis testing produced a p-value of 0.043 < 0.05, leading to the acceptance of Ha, with an effect size of 0.318 classified as medium. These results indicate that Quizizz use exerts a significant positive effect on students’ Pancasila Education learning outcomes, as this interactive platform demonstrably fosters an engaging learning environment while strengthening students’ active participation and conceptual understanding.
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