Febriana, Nanda Aulia Nur (2026) PENGARUH PENGGUNAAN QUIZIZZ SEBAGAI MEDIA PEMBELAJARAN BERBASIS PERMAINAN DALAM PEMBELAJARAN BAHASA INDONESIA PADA HASIL BELAJAR SISWA KELAS X TKR A DAN TKR B SMK GAMALIEL 1 MADIUN. S1 thesis, Universitas PGRI Madiun.
|
Text
01_Cover.pdf Download (1MB) |
|
|
Text
02_Abstrak.pdf Download (10kB) |
|
|
Text
03_Bab_1(1).pdf Download (33kB) |
|
|
Text
04_Bab_2(1).pdf Download (180kB) |
|
|
Text
05_Bab_3(1).pdf Restricted to Repository staff only Download (187kB) | Request a copy |
|
|
Text
06_Bab_4(1).pdf Restricted to Repository staff only Download (199kB) | Request a copy |
|
|
Text
08_Bab_5.pdf Download (86kB) |
|
|
Text
07_Daftar_Pustaka.pdf Download (150kB) |
|
|
Text
09_Lampiran(1).pdf Restricted to Repository staff only Download (4MB) | Request a copy |
Abstract
Nanda Aulia Nur Febriana (2026). The Effect of Using Quizizz as a Game-Based Learning Medium in Indonesian Language Instruction on the Learning Outcomes of Grade X TKR A and TKR B Students at SMK Gamaliel 1 Madiun. Undergraduate Thesis. Indonesian Language and Literature Education Study Program, Faculty of Teacher Training and Education, Universitas PGRI Madiun. Supervisors: (I) Asri Musandi Waraulia, S.Pd., M.Pd., (II) Dedy Richi Rizaldy, S.Pd., M.Pd. Indonesian language instruction in classes X TKR A and X TKR B at SMK Gamaliel 1 Madiun was still dominated by the lecture method, resulting in low student interest and many scores falling below the Minimum Mastery Criteria (KKM). This study aimed to determine the effect of quizizz as a game-based learning medium on student learning outcomes, the difference in learning outcomes between students using quizizz and those who did not, and the improvement in learning outcomes following its use. The study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. Data sources consisted of Grade X TKR A (experimental group) and X TKR B (control group) students 10 students in each group selected via sampel random sampling. Data were collected through multiple-choice pre-tests and post-tests, automated scores from the Quizizz application, and documentation; these were then analyzed using normality tests, homogeneity tests, Paired Sample t-Tests, and Independent Sample t-Tests via SPSS. The results indicate that Quizizz had a significant effect on learning outcomes, with the experimental group's average score rising from 67.80 to 87.30 (t = -5.412; p < 0.001). A significant difference was observed compared to the control group, with a margin of 15.30 points (t = 5.447; p < 0.001), and student learning outcomes became more uniform after using Quizizz.
| Item Type: | Thesis/Skripsi/Tugas Akhir (S1) |
|---|---|
| Kata Kunci: | Quizizz; Game-Based Learning Medium; Learning Outcomes; Indonesian Language |
| Subjects: | L Education > L Education (General) |
| Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Bahasa dan Sastra Indonesia |
| Depositing User: | NUR AULIA NANDA |
| Date Deposited: | 10 Aug 2026 03:58 |
| Last Modified: | 10 Aug 2026 03:58 |
| URI: | http://eprint.unipma.ac.id/id/eprint/8849 |
Actions (login required)
![]() |
View Item |
