The Impact of Game-Based Learning Using the Quizizz Application on Learning Outcomes in Basic Electronic Engineering for Class X Students
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Abstract
This study addresses the challenge of ineffective student engagement in traditional learning methods. It investigates the impact of game-based learning utilizing the Quizizz application on learning outcomes in the subject of Basic Electronic Engineering. Two class groups were selected: one as the experimental group, using game-based learning, and the other as the control group with traditional learning methods. The participants consisted of 17 students from Class X TAV 1 (experimental group) and 17 students from Class X TAV 2 (control group) at SMKN 1 Sutera. Data were collected using a 25-item multiple-choice test, and analysis was conducted using SPSS software. Results showed that the experimental group had an average score of 49.56, compared to 40.25 in the control group. Hypothesis testing indicated that game-based learning significantly improved learning outcomes, as the Sig. (2-tailed) value was less than 0.05. These findings demonstrate that using Quizizz in electronic engineering education positively influences student performance, leading to better learning outcomes compared to traditional methods.
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