This study aims to describe the implementation of the Quizizz application in learning, to determine the improvement of student learning outcomes, and to analyze the effectiveness of Quizizz as a learning medium. The background of this research is the low student learning outcomes caused by the lack of variation in teaching methods and learning media, resulting in students being less active and less motivated in the learning process. Quizizz is an educational game-based learning application that provides interactive quiz features with attractive displays, instant scores, and ranking systems that can enhance students' learning motivation. This study used the Classroom Action Research (CAR) method conducted in two cycles. Each cycle consisted of planning, implementation, observation, and reflection stages. The results showed that the use of the Quizizz application significantly improved student learning outcomes. Improvement occurred in the cognitive aspect, marked by an increase in the class average score and the percentage of student learning completeness from cycle I to cycle II. In addition, student activeness and enthusiasm in participating in learning also increased. Thus, the Quizizz application is proven to be effective as an innovative learning medium that can improve student learning outcomes.
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