Abstract

This study aims to determine the effectiveness of game-based learning through Quizizz in improving the learning outcomes of seventh-grade social studies students at SMP Negeri 7 Semarang. The research employed a pre-experimental design, specifically the one-group pre-test-post-test method. Data sources included teachers, students, the learning process, relevant documents, and validators. Data were collected through observations, document analysis, and questionnaires. The data analysis utilized the N-Gain test and the T-Test, with the predetermined minimum completeness criteria. The findings demonstrate that game-based learning through Quizizz is highly feasible and effective. The validation data indicate that Quizizz as a tool for improving critical thinking skills has a high level of validity, with average scores of 95.7% from media experts, 100% from material experts, and 100% from experts in critical thinking. The N-Gain analysis indicated a 29% improvement in the first cycle, categorized as Less Effective, and an 82% improvement in the second cycle, categorized as Quite Effective. In addition, the significance value of 0.00 indicates a statistically significant difference between the two groups. Keywords: Game-Based Learning, Quizizz, Critical thinking

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