Year: 2024 | Month: October | Volume: 11 | Issue: 10 | Pages: 96-104
DOI: https://doi.org/10.52403/ijrr.20241010
A Quiziz Game-Based Learning Implementation in Improving Learner’s Critical Thinking Skills
Mellania Nur Mahmudah1, Dewi Liesnoor Setyowati2, Suwito Eko Pramono3
1Master Program, Student of Social Sciences Education, Universitas Negeri Semarang, Central Java, Indonesia
2,3Master Program, of Social Sciences Education, Universitas Negeri Semarang, Central Java, Indonesia
Corresponding Author: Mellania Nur Mahmudah
ABSTRACT
This study aims to determine the effectiveness of game-based learning through Quizizz in improving the learning outcomes of seventh-grade social studies students at SMP Negeri 7 Semarang. The research employed a pre-experimental design, specifically the one-group pre-test-post-test method. Data sources included teachers, students, the learning process, relevant documents, and validators. Data were collected through observations, document analysis, and questionnaires. The data analysis utilized the N-Gain test and the T-Test, with the predetermined minimum completeness criteria. The findings demonstrate that game-based learning through Quizizz is highly feasible and effective.
The validation data indicate that Quizizz as a tool for improving critical thinking skills has a high level of validity, with average scores of 95.7% from media experts, 100% from material experts, and 100% from experts in critical thinking. The N-Gain analysis indicated a 29% improvement in the first cycle, categorized as Less Effective, and an 82% improvement in the second cycle, categorized as Quite Effective. In addition, the significance value of 0.00 indicates a statistically significant difference between the two groups.
Keywords: Game-Based Learning, Quizizz, Critical thinking
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