The Implementation of Quizizz Paper Mode in Improving Students’ Social Studies Learning Outcomes
DOI:
https://doi.org/10.21154/asanka.v7i2.14654Keywords:
Instructional Media, Quizizz Paper Mode, Learning Outcomes, Social StudiesAbstract
This Classroom Action Research (CAR) aims to describe the application of the Paper Mode Quizizz Media to improve Social Studies learning outcomes among class VII-E students at SMPN 13 Madiun. The research subjects are class VII-E students of SMPN 13 Madiun, school year 2025/2026, totaling 32 students. Data collection of Social Studies learning results through learning outcome tests. The data was analyzed through descriptive quantitative methods. Indicators of success are determined by increasing the average score of Social Studies learning results in each cycle and by achieving at least 75% learning completion (24 students). Research is carried out in two cycles; each cycle consists of stages of planning, implementation, observation, and reflection. The learning results of Social Studies students in class VII-E increased after learning was carried out by applying Quizizz Paper Mode media for 2 cycles, as follows: (1) In the initial/Pre-cycle condition, before the application of the Quizizz Paper Mode media in Social Studies learning, the average score of learning results was 68, and the classical completion of students was 37.5%. It means 12 students have completed their studies, and 20 have not. (2) After taking action by applying the Paper Mode Quizizz media, in Cycle I, the average score of learning results of 76 with classical completion reached 68.75%. 21 students have completed their studies. In Cycle II, classical success increased to 87,5% with the average score of class learning results increasing to 84. The percentage of classical fulfillment reached 87,5% (28 students). Based on the data analysis, the application of Quizizz Paper Mode media can improve the learning outcomes of Social Studies students in class VII-E at SMPN 13 Madiun.
References
Anggarwati, H., Anggraini, N. N. H., & Chotimah, U. (2024). Meningkatkan Motivasi dan Hasil Belajar Peserta Didik pada Mata Pelajaran Pendidikan Pancasila Menggunakan Media Spin Game. ASANKA: Journal of Social Science and Education, 5(1), 1–10. https://doi.org/10.21154/asanka.v5i2.6957Arikunto, Suharsimi. (2016). Evaluasi Pendidikan: Manfaat dan Rujukan Otoritatif Hasil Belajar bagi Siswa, Guru, dan Sekolah. Jakarta: PT Bumi Aksara.
Arikunto, Suharsimi. (2017). Dasar-dasar Penelitian Tindakan Kelas. Jakarta: Bumi Aksara.
Astuti, M., Mazid, S., Wulansari, A., Farikah, & Hasanah, I. (2024). Improving Participation and Quality of Village Development Planning: Study in Sigaluh Village, Banjarnegara Regency. ASANKA: Journal of Social Science and Education, 5(2), 221–232. https://doi.org/10.21154/asanka.v5i2.9871
Deterding, S., et al. (2011). Gamification: Using Game Design Elements in Non-Gaming Contexts. Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems, (online), https://scholar.google.com, diunduh 30 Oktober 2025.
Dimyati, dan Mudjiono. (2013). Belajar dan Pembelajaran: Modifikasi Perilaku melalui Pengalaman dan Interaksi Tindak Mengajar. Jakarta: PT Rineka Cipta.
Hamalik, Oemar. (2013). Proses Belajar Mengajar dan Tingkat Penguasaan Standar Pendidikan. Jakarta: Bumi Aksara.
Hattie, John. (2012). Visible Learning for Teachers: The Power of Instant Feedback. New York: Routledge.
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies. San Francisco: John Wiley & Sons.
Puspitasari, dan Nugroho. (2021). Penggunaan Platform Digital Quizizz Terhadap Peningkatan Hasil Belajar IPS. Jurnal Pendidikan IPS Indonesia, Volume 2 No. 1, April 2021, (online), http://ejournal-pasca.undiksha.ac.id, diunduh 30 Oktober 2025
Quizizz. (n.d.). Official Guide and Features of Quizizz Paper Mode: Generator Kartu Jawaban Otomatis. (online), https://quizizz.com, diunduh 26 Oktober 2025.
Riyanto, Aris Joko. (2025). Penggunaan Teknologi Artificial Intellegence (AI) untuk Meningkatkan Motivasi Belajar dan Hasil Belajar pada Mata Pelajaran IPS Siswa Kelas 8 D SMP Negeri 12 Madiun. Tesis. Madiun: Program Pascasarjana Universitas PGRI Madiun (Unipma). Tidak dipublikasikan.
Rodriguez. (2020). Comparative Study: Physical Scanning Mode (Plickers) vs Online Quizzes in Reducing Digital Cheating. Jurnal Kependidikan Vol. 9 No. 1, Februari 2020, Halaman 124-135.
Sadiman, A. S. (2014). Media Pendidikan: Pengertian, Pengembangan, dan Pemanfaatannya. Jakarta: PT Rajawali Pers.
Sari, dan Wijaya. (2022). Gamifikasi untuk Motivasi Belajar dan Peningkatan Partisipasi Aktif Siswa. Jurnal Inovasi Riset Akademik, Volume 2 Nomor 3, halaman 40-49.
Wijaya. (2016). Pembelajaran Abad 21 dan Keterampilan Berpikir Kritis (Mengutip Tilar mengenai fondasi mendasar pendidikan abad 21 dan Hariyanto mengenai proses interaksi lingkungan belajar). Al Madaris Volume 1, No. 2, halaman 63-75.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Yunita Leny Dwi Irwanti, Parji, Yudi Hartono

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under Creative Commons Attribution-NonCommercial 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
