Penggunaan Aplikasi Quizizz untuk Meningkatkan Antusiasme dan Hasil Belajar Siswa pada Mata Pelajaran IPAS di Kelas V MIN 10 Aceh Besar

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Nurul Wahyuni

Abstract

This classroom action research aims to improve students’ enthusiasm and learning outcomes in the subject of Science and Social Studies (IPAS) through the use of the Quizizz application in Grade V at MIN 10 Aceh Besar. The study was conducted in two cycles, each consisting of the stages of planning, implementation, observation, and reflection. The background of the research is the low level of student engagement and achievement during conventional learning, where students appeared passive and less motivated. Quizizz is a game-based learning platform that allows students to engage in interactive quizzes, both individually and collaboratively. Its colorful interface, instant feedback, and competitive features help increase student enthusiasm and participation. In this research, Quizizz was integrated into the learning process as both a formative assessment and review tool. The results showed a significant increase in students’ enthusiasm and academic performance. In the first cycle, only 52% of students met the minimum mastery criteria, while in the second cycle, the percentage increased to 88%. Students became more excited, focused, and actively involved in learning. In conclusion, the use of Quizizz effectively enhances students’ engagement and learning outcomes in IPAS and is recommended as an innovative tool for classroom learning.

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