The Effect of Using Quizizz Learning Media to Improve Student Learning Outcomes in Science in Grade V SDN 2 Sindue Tobata
DOI:
https://doi.org/10.31258/jes.10.8.p.844-858Keywords:
Quizizz, Learning Outcomes, IPASAbstract
The integration of digital learning media has become an important strategy for improving student engagement and learning outcomes in elementary education. However, the use of game-based learning platforms such as Quizizz remains limited in elementary science classrooms. This study aimed to examine the effect of Quizizz learning media on the science learning outcomes of fifth-grade students at SDN 2 Sindue Tobata. A quantitative pre-experimental approach using a One Group Pretest–Posttest Design was employed. The participants consisted of 20 fifth-grade students selected through saturated sampling. Data were collected using validated achievement tests and analyzed through descriptive statistics, the Shapiro–Wilk normality test, the Paired Sample t-test, and the normalized gain (N-Gain) test. The findings indicate that Quizizz significantly improved students' science learning outcomes while increasing their motivation, participation, and engagement during classroom activities. The learning improvement reached a moderate level of effectiveness, demonstrating that Quizizz is an effective digital learning medium. This study provides empirical evidence supporting the integration of game-based learning media to promote student-centered science learning in elementary schools.
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Copyright (c) 2026 Zain Rahmat Mudzakir, Sinta Satria Dewi Pendit, Sisriawan Lapasere, Abdul Rahman, Putriwanti (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



