Effectiveness of the Use of Quizizz Media on Students' Learning Interest

Effectiveness of the Use of Quizizz Media on Students' Learning Interest

2024 | Mesterjon, Suwarni, Hermawansayah, Rulismi, D., Supama, Sahil, A., & Dali, Z.
This study investigates the effectiveness of Quizizz, an educational game-based learning platform, in enhancing students' learning interest in Vocational High Schools (SMK) in Bengkulu, Indonesia. A quantitative research design was employed, involving 100 students from two SMKs, with pre- and post-implementation surveys, observations, and interviews to collect data. Statistical analyses, including descriptive statistics, paired sample t-tests, reliability tests, and normality tests, were conducted to evaluate the impact of Quizizz on students' learning interest. The results showed significant improvements in students' learning interest, including increased happiness, involvement, interest, and attention, after the implementation of Quizizz. The pre-test scores indicated low levels of interest, while the post-test scores demonstrated substantial improvements across all indicators. The reliability of the instrument was confirmed through Cronbach's Alpha test, and the data followed a normal distribution, supporting the validity of the statistical analysis. The paired sample t-test confirmed a statistically significant difference between pre- and post-test scores, indicating that Quizizz effectively enhances students' learning interest. The study highlights the importance of innovative learning media like Quizizz in stimulating student engagement and interest in learning. By incorporating game elements and interactive features, Quizizz provides an engaging and effective learning experience, positively impacting students' attitudes towards learning. The findings contribute to the literature on educational technology by demonstrating the effectiveness of Quizizz as a learning tool in Vocational High Schools, highlighting its potential to enhance student learning interest and educational outcomes.This study investigates the effectiveness of Quizizz, an educational game-based learning platform, in enhancing students' learning interest in Vocational High Schools (SMK) in Bengkulu, Indonesia. A quantitative research design was employed, involving 100 students from two SMKs, with pre- and post-implementation surveys, observations, and interviews to collect data. Statistical analyses, including descriptive statistics, paired sample t-tests, reliability tests, and normality tests, were conducted to evaluate the impact of Quizizz on students' learning interest. The results showed significant improvements in students' learning interest, including increased happiness, involvement, interest, and attention, after the implementation of Quizizz. The pre-test scores indicated low levels of interest, while the post-test scores demonstrated substantial improvements across all indicators. The reliability of the instrument was confirmed through Cronbach's Alpha test, and the data followed a normal distribution, supporting the validity of the statistical analysis. The paired sample t-test confirmed a statistically significant difference between pre- and post-test scores, indicating that Quizizz effectively enhances students' learning interest. The study highlights the importance of innovative learning media like Quizizz in stimulating student engagement and interest in learning. By incorporating game elements and interactive features, Quizizz provides an engaging and effective learning experience, positively impacting students' attitudes towards learning. The findings contribute to the literature on educational technology by demonstrating the effectiveness of Quizizz as a learning tool in Vocational High Schools, highlighting its potential to enhance student learning interest and educational outcomes.
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