Pengaruh Penggunaan Aplikasi Quizizz Mobile terhadap Motivasi Belajar Siswa di Era Pembelajaran Digital

Authors

  • Fathira Alifa Ahsan Universitas Islam Negeri Sumatera Utara
  • Nazwa Ali Nasution Universitas Islam Negeri Sumatera Utara
  • Tania Dwi Dermawan Universitas Islam Negeri Sumatera Utara
  • Muhamad Alda Universitas Islam Negeri Sumatera Utara

DOI:

https://doi.org/10.55606/jupti.v5i1.6413

Keywords:

Digital Learning, Interactive Learning, Learning Motivation, Mobile Learning Media, Quizizz Mobile

Abstract

The rapid development of digital technology has promoted the use of mobile-based learning applications as supportive tools in the learning process. One widely used application is Quizizz Mobile, which provides interactive, game-based quizzes to engage students in learning activities. This study aims to examine the effect of using the Quizizz Mobile application on students’ learning motivation during the digital learning period. The research adopts a quantitative approach with an associative analytical survey design. The sample consists of 33 students selected through purposive sampling. Data were collected using a Likert-scale questionnaire to measure students’ perceptions and motivation levels. The collected data were analyzed using descriptive statistics, percentage analysis, and simple linear regression techniques. The results show that the use of Quizizz Mobile has a positive and statistically significant influence on students’ learning motivation. Students reported higher interest, engagement, and enthusiasm when learning activities were conducted using the application. Based on these findings, Quizizz Mobile can be considered an effective digital learning medium that supports interactive learning and enhances students’ motivation, particularly in technology-based learning environments.

References

Azzahra, M. D., & Pramudiani, P. (2022). Pengaruh Quizizz sebagai media interaktif terhadap minat belajar siswa pada pelajaran matematika kelas V di sekolah dasar. Jurnal Cendekia: Jurnal Pendidikan Matematika, 6(3), 3203–3213. https://doi.org/10.31004/cendekia.v6i3.1604

Cholik, M. (2023). Peningkatan hasil belajar siswa melalui penggunaan Quizizz sebagai alat pembelajaran interaktif di SMK. JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), 8(2), 428–435. https://doi.org/10.29100/jipi.v8i2.4156

Daulay, S. H., Ramadhan, A., & Wahyuni, S. (2023). Quizizz application in students’ learning outcomes: Teachers’ and students’ perception. Modality Journal, 3(2), 1–9. https://doi.org/10.30983/mj.v3i2.6719

Handayani, A. D., Hermansyah, & Susanti, D. (2022). Pengaruh aplikasi Quizizz terhadap motivasi belajar matematika siswa. Jurnal Borneo Pendidikan Matematika, 12(2), 85–94. https://doi.org/10.35334/meta.v4i1.2651

Heriyanto, H., Cahyadi, A., & Suroso, J. S. (2024). The effectiveness of using Quizizz in improving learners’ motivation and engagement in learning. Sebatik, 28(2), 581–586. https://doi.org/10.46984/sebatik.v28i2.2526

Jamilah, J. (2025). Improving learning outcomes and student motivation through Quizizz mobile. Indonesian Journal of Innovation Studies, 26(3), 1458–1466. https://doi.org/10.21070/ijins.v26i3.1458

Kartini, S., Putra, H. K., & Mukti, W. P. (2024). Pengaruh penggunaan media pembelajaran Quizizz terhadap motivasi belajar siswa. Edudikara: Jurnal Pendidikan dan Pembelajaran, 8(4), 146–151. https://doi.org/10.32585/edudikara.v8i4.350

Nurfaizah, A. S., Said, A. A., & Latief, N. (2022). Pengaruh penggunaan media pembelajaran Quizizz terhadap motivasi belajar siswa kelas V SDN 3 Lemba. Jurnal Ilmiah Ilmu Kependidikan (JIKAP), 6(2), 375–382. https://doi.org/10.26858/jkp.v6i2.33079

Octavianna, Y., Nainggolan, C. F., Tampubolon, E. D., Silaban, F., & Simbolon, T. (2024). Pemanfaatan aplikasi Quizizz untuk peningkatan kreativitas dan keterampilan digital siswa di SMKS Dharma Karya Beringin, Deli Serdang. Jurnal Pengabdian Kepada Masyarakat Nusantara, 5(3), 2966–2975.

Putri, R. A., & Sari, M. P. (2021). Penggunaan Quizizz sebagai media pembelajaran daring untuk meningkatkan motivasi belajar siswa. Jurnal Pendidikan Digital, 5(1), 44–52. https://journal.unesa.ac.id/index.php/jpd/article/view/14267

Rahman, A., & Hidayat, T. (2020). Pengaruh media pembelajaran digital terhadap motivasi belajar siswa sekolah menengah. Jurnal Teknologi Pendidikan, 22(2), 113–121. https://journal.unj.ac.id/unj/index.php/jtp/article/view/15687

Rahmania, S., Soraya, I., & Hamdani, A. S. (2023). Pemanfaatan gamification Quizizz terhadap motivasi belajar siswa pada mata pelajaran pendidikan agama Islam. Tadbir: Jurnal Manajemen Pendidikan Islam, 11(2), 114–133. https://doi.org/10.30603/tjmpi.v11i2.3714

Sari, D. P., & Wahyuni, E. (2021). Pemanfaatan aplikasi Quizizz dalam meningkatkan motivasi dan hasil belajar siswa. Jurnal Inovasi Pendidikan, 7(3), 201–210.

Sudianto, S., & Nurfazriyah, S. M. (2025). Penerapan aplikasi Quizizz dalam pembelajaran matematika untuk meningkatkan minat dan motivasi belajar siswa. Polinomial: Jurnal Pendidikan Matematika, 4(1), 103–114.

Widodo, S. A., & Rahayu, D. (2022). Efektivitas penggunaan aplikasi Quizizz terhadap motivasi belajar siswa di era pembelajaran digital. Jurnal Pendidikan Modern, 10(1), 67–75. https://ejournal.upi.edu/index.php/jpm/article/view/38921

Downloads

Published

2026-01-27

How to Cite

Fathira Alifa Ahsan, Nazwa Ali Nasution, Tania Dwi Dermawan, & Muhamad Alda. (2026). Pengaruh Penggunaan Aplikasi Quizizz Mobile terhadap Motivasi Belajar Siswa di Era Pembelajaran Digital. Jurnal Publikasi Teknik Informatika, 5(1), 192–200. https://doi.org/10.55606/jupti.v5i1.6413