Improving Student Learning Outcomes Using Quizizz Interactive Quizzes at SMK Negeri 4 Gowa
Keywords:
learning outcomes, learning motivation, vocational high school, Quizizz, interactive quizAbstract
The development of digital technology has encouraged the need for innovation in the
learning process to improve students’ learning outcomes and engagement. One form of
such innovation is the use of technology-based interactive quizzes such as Quizizz. This
study aims to improve the learning outcomes of Grade X students at SMK Negeri 4 Gowa
through the implementation of Quizizz as an interactive learning medium. The research
employed Classroom Action Research conducted in two cycles, each consisting of
planning, action, observation, and reflection stages. The research subjects were 30
Grade X students. Data were collected through learning outcome tests, observations of
student activities, and questionnaires on students’ responses to the use of Quizizz. The
results showed a significant improvement in students’ learning outcomes, with the
average score increasing from 70.5 in Cycle I to 85.3 in Cycle II, and classical learning
mastery reaching 90%. In addition, students’ learning activities and motivation also
improved, as indicated by their enthusiasm during the learning process and positive
responses to the interactive and competitive features of Quizizz. It can be concluded
that the use of Quizizz as an interactive learning medium is effective in improving
students’ learning outcomes, motivation, and engagement, and therefore can be used
as an alternative innovative learning medium at SMK Negeri 4 Gowa
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