EFEKTIVITAS GAMIFIKASI QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SEJARAH SISWA SMA N 1 BASO

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Aditia Yoga Andika
Najwa Hawiya Humaira
Nurul Alya Syah Putri
Ridho Zakhwan Aqfazaro

Abstract

This research aims to evaluate the use of Quizizz-based gamified instruction in fostering students’ motivation to study history at SMA Negeri 1 Baso. Initial classroom observations revealed that many students exhibited low motivation, as seen in behaviors like skipping classes, lack of enthusiasm, and poor task completion. In response, gamification was introduced to create a more dynamic and participatory learning environment. A quasi-experimental quantitative method was applied using a one-group pretest-posttest design. The participants included 24 students from class XI 1, selected via purposive sampling. Data collection utilized a standardized and reliable motivation questionnaire, which was administered before and after the intervention. The intervention included three learning sessions, each integrating the Quizizz platform for interactive quizzes following lesson delivery. Findings indicated a slight improvement in students’ average motivation scores, increasing from 63.92% to 64.75%, or by 0.83%. However, a paired sample t-test showed the difference was not statistically significant (p = 0.818 > 0.05). Although the implementation of gamification did not lead to a significant increase in motivation, it showed promise in enhancing student engagement. Further studies are recommended to refine gamification strategies and explore their impact in broader educational contexts

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