The use of interactive technology-based learning media is increasingly important in supporting the learning process of elementary school students, especially in the post-pandemic period. This study aims to assess the quality of Quizizz use at SDN 014 Sangatta Utara using the Technology Acceptance Model (TAM) framework, which includes Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Perceived Enjoyment (ENJ), Attitude Toward Using (ATU), Behavioral Intention to Use (BI), Actual Use (AU), and Facilitating Conditions (FC). The research method used a quantitative survey-based approach with a 1–5 Likert scale questionnaire instrument. Descriptive analysis showed that ATU had the highest score (M = 3.73) and ENJ was also in the good category (M = 3.07), while PEOU and system/information quality (SYS/INFO) obtained the lowest scores. Correlation analysis revealed a positive relationship between PEOU and PU as well as PEOU and SYS/INFO, while negative relationships emerged between PU and BI and between BI and AU. The research confirmed that Quizizz was able to increase student engagement and positive attitudes, but ease of use and system quality needed improvement. ICT support and teacher guidance were crucial factors in optimizing gamification-based learning.
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