Pengaruh Penggunaan Media Ajar Berbasis Quizizz pada Mata Pelajaran Informatika terhadap Hasil Belajar Siswa Kelas X SMAN 1 Ranah Pesisir Effect of Using Quizizz-Based Teaching Media in Informatics Subjects on the Learning Outcomes of Grade X Students at SMAN 1 Ranah Pesisir
Main Article Content
Abstract
This study aims to examine the effect of using Quizizz-based instructional media on student learning outcomes in Informatics for Grade X at SMAN 1 Ranah Pesisir. The study is grounded in the need for interactive and engaging learning media to enhance student participation and achievement. A quantitative approach with an experimental design was employed, involving two groups: an experimental group using Quizizz and a control group receiving conventional instruction. Data were collected through a posttest written examination and analyzed using statistical tests to determine significant differences between the two groups. The results show that the experimental class achieved an average score of 87 with a standard deviation of 9.107, while the control class obtained an average score of 77 with a standard deviation of 12.148. Hypothesis testing indicates a positive and significant effect of Quizizz-based media on student learning outcomes. The study concludes that Quizizz-based instructional media are effective in improving learning outcomes and student motivation in Informatics. The findings imply that Quizizz can be utilized as an alternative digital learning medium to support more active, competitive, and enjoyable classroom learning processes.
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Afifah, N., & Hartatik, S. (2019). Pengaruh Media Permainan Ular Tangga terhadap Motivasi Belajar pada Pelajaran Matematika Kelas II SD Kemala Bhayangkari 1 Surabaya. MUST: Journal of Mathematics Education, Science and Technology, 4(2). https://doi.org/10.30651/must.v4i2.3035
Al Mawaddah, A. W., Hidayat, M. T., Amin, S. M., & Hartatik, S. (2021). Pengaruh Penggunaan Media Pembelajaran Quizizz terhadap Hasil Belajar Siswa pada Mata Pelajaran Matematika melalui Daring di Sekolah Dasar. Jurnal Basicedu, 5(5). https://doi.org/10.31004/basicedu.v5i5.1288
Annisa, R., & Erwin, E. (2021). Pengaruh Penggunaan Aplikasi Quizizz terhadap Hasil Belajar IPA Siswa di Sekolah Dasar. Jurnal Basicedu, 5(5). https://doi.org/10.31004/basicedu.v5i5.1376
Emda, A. (2018). KEDUDUKAN MOTIVASI BELAJAR SISWA DALAM PEMBELAJARAN. Lantanida Journal, 5(2). https://doi.org/10.22373/lj.v5i2.2838
Medianto, R. (2023). Pengaruh Penggunaan Media Aplikasi Quizizz pada Mata Pelajaran Ilmu Pengetahuan Sosial terhadap Hasil Belajar Siswa Kelas VIII SMPN 189 Jakarta. Skripsi.
Nazila, L. E., Musthofa, I., & Ardiansyah, A. (2024). Pengaruh Media Pembelajaran Quizizz terhadap Hasil Belajar Mata Pelajaran PAI Kelas VIII di SMP Brawijaya Smart School. Vicratina: Jurnal Ilmiah Keagamaan, 9(3), 30–35.
Pratasik, S., & Ahyar, B. M. (2022). Pengembangan Media Pembelajaran pada Mata Pelajaran Informatika MTS. Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi, 2(3). https://doi.org/10.53682/edutik.v2i3.5282
Rokhmah, N. N., Nurgiansah, T. H., & Permana, S. A. (2024). Pengaruh Media Pembelajaran Pop up Book Digital Berbantuan. Journal of Education and Learning Evaluation, 1(2), 46–51.
Saputra, K. W., Amalia, F., & Rahman, K. (2024). Pengaruh Penggunaan Media Pembelajaran Interaktif Quizizz terhadap Hasil Belajar Siswa Kelas 10 Program Keahlian DKV SMK Negeri 10 Malang. Jurnal Teknologi Informasi dan Ilmu Komputer, 11(6). https://doi.org/10.25126/jtiik.1078108
Subekti, H. (2022). Efek Aplikasi Quizizz terhadap Motivasi dan Hasil Belajar Kognitif Siswa SMP pada Materi Sistem Pernapasan Manusia. PENSA E-JURNAL : PENDIDIKAN SAINS, 10(1).




















