Penerapan Media Pembelajaran untuk Meningkatkan Hasil Belajar Siswa Teknik Instalasi Tenaga Listrik

##plugins.themes.academic_pro.article.main##

Noor Fazira
Doni Tri Putra Yanto

Abstract

This study aims to determine the differences in student learning outcomes between a class that used the Quizizz application as a learning medium and a class that applied conventional methods in the subject of Basic Electrical Engineering for Grade X TITL students at SMK Negeri 1 Bonjol. The research employed a quasi-experimental method with a pretest-posttest control group design. The subjects of the study were 56 Grade X TITL students in the 2025/2026 academic year, who were divided into experimental and control groups. The research instrument consisted of a learning achievement test administered in the form of both a pretest and a posttest. Data were analyzed using the t-test to examine the differences in learning outcomes between the two groups. The results indicated a significant difference between the learning outcomes of the experimental class and the control class. The average score of students in the experimental class was higher than that of the control class, demonstrating that the use of Quizizz is effective as an interactive learning medium to enhance motivation, engagement, and overall student learning outcomes in Basic Electrical Engineering.

##plugins.themes.academic_pro.article.details##

References

[1] C. Antonietti, A. Cattaneo, and F. Amenduni, “Can teachers’ digital competence influence technology acceptance in vocational education?,” Comput. Human Behav., vol. 132, p. 107266, Jul. 2022, doi: https://doi.org/10.1016/J.CHB.2022.107266.
[2] H. Thomann, J. Zimmermann, and V. Deutscher, “How effective is immersive VR for vocational education? Analyzing knowledge gains and motivational effects,” Comput. Educ., vol. 220, p. 105127, Oct. 2024, doi: 10.1016/J.COMPEDU.2024.105127.
[3] I. P. Dewi et al., “How Effective Is Immersive AR Continental Food Course for Vocational Education? Analyzing Knowledge Gains and Learning Outcome Effects,” International Journal of Information and Education Technology, vol. 15, no. 1, pp. 127–136, 2025, doi: 10.18178/ijiet.2025.15.1.2225.
[4] D. T. P. Yanto, M. Kabatiah, H. Zaswita, G. Giatman, and H. Effendi, “Development of Virtual Learning using Problem-Based Learning Models for Vocational Education Students,” ELINVO (Electronics, Informatics, and Vocational Education), vol. 7, no. 2, pp. 163–172, 2022, doi: 10.21831/elinvo.v7i2.52473.
[5] Z. Zhang and J. Crawford, “EFL learners’ motivation in a gamified formative assessment: The case of Quizizz,” Educ. Inf. Technol. (Dordr)., vol. 29, no. 5, pp. 6217–6239, Apr. 2024, doi: 10.1007/S10639-023-12034-7/FIGURES/11.
[6] A. T. Pham, “University Students’ Attitudes towards the Application of Quizizz in Learning English as a Foreign Language,” International Journal of Emerging Technologies in Learning, vol. 17, no. 19, pp. 278–290, 2022, doi: 10.3991/ijet.v17i19.32235.
[7] M. Sailer and L. Homner, “The Gamification of Learning: a Meta-analysis,” Educ. Psychol. Rev., vol. 32, no. 1, pp. 77–112, Mar. 2020, doi: 10.1007/S10648-019-09498-W/TABLES/7.
[8] R. Khodabandelou, P. Roghanian, H. Gheysari, and A. Amoozegar, “A systematic review of gamification in organizational learning,” The Learning Organization, vol. 30, no. 2, pp. 251–272, Mar. 2023, doi: 10.1108/TLO-05-2022-0057.
[9] M. H. M. Yusof, M. Arsat, F. N. Amin, and A. A. Latif, “Issue and Challenge for Vocational Teaching Quality in the Vocational College Lecturers: A Systematic Review,” 2020, [Online]. Available: www.sainshumanika.utm.my.
[10] S. Mikkonen, L. Pylväs, H. Rintala, P. Nokelainen, and L. Postareff, “Guiding workplace learning in vocational education and training: A literature review,” 2017. doi: 10.1186/s40461-017-0053-4.
[11] E. S. Rivera and C. L. P. Garden, “Gamification for student engagement: a framework,” J. Furth. High. Educ., vol. 45, no. 7, pp. 999–1012, Aug. 2021, doi: 10.1080/0309877X.2021.1875201.
[12] D. T. P. Yanto, G. Ganefri, S. Sukardi, R. Kurani, and J. P. Yanto, “Examining The Practicality of Mobile-Based Gamification Assessment in Electrical Machine Course: A Study in Industrial Electrical Engineering,” Journal of Applied Engineering and Technological Science, vol. 5, no. 1, pp. 349–360, 2023, doi: 10.37385/jaets.v5i1.2803.
[13] D. T. P. Yanto, Ganefri, Sukardi, J. P. Yanto, R. Kurani, and Muslim, “Engineering Students’ Acceptance of Augmented Reality Technology Integrated with E-Worksheet in The Laboratory Learning,” International Journal of Online and Biomedical Engineering (iJOE), vol. 20, no. 03, pp. 39–54, Feb. 2024, doi: 10.3991/ijoe.v20i03.46101.
[14] F. Cechella, G. Abbad, and R. Wagner, “Leveraging learning with gamification: An experimental case study with bank managers,” Computers in Human Behavior Reports, vol. 3, p. 100044, Jan. 2021, doi: 10.1016/J.CHBR.2020.100044.
[15] B. Nguyen-Viet and B. Nguyen-Viet, “Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness,” Cogent Education, vol. 10, no. 2, 2023, doi: 10.1080/2331186X.2023.2265276.
[16] D. Prott and M. Ebner, “The Use of Gamification in Gastronomic Questionnaires,” International Journal of Interactive Mobile Technologies (iJIM), vol. 14, no. 02, pp. 101–118, Feb. 2020, doi: 10.3991/IJIM.V14I02.11695.
[17] S. Das, S. Vaishnavi Nakshatram, H. Söbke, J. Baalsrud Hauge, and C. Springer, “Towards gamification for spatial digital learning environments,” Entertain. Comput., vol. 52, p. 100893, Jan. 2025, doi: 10.1016/J.ENTCOM.2024.100893.