Development of the Quizwhizzer Digital Game to Enhance Learning Interest and Student Engagement in Senior High School Sociology

Authors

  • Vera Sophia Fauziah SMA Labschool Cirendeu Author
  • Jodi Sadam Ibrahim Dinas Pendidikan dan Kebudayaan Kota Tangerang Selatan Author

Keywords:

digital game, ADDIE model, learning motivation, sociology

Abstract

Students' interest in learning Sociology tends to be low due to its theoretical and abstract nature, necessitating more interactive learning innovations. This study aims to develop and evaluate the effectiveness of mobile-based digital permainans in enhancing high school students' learning interest by implementing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research employs a pretest-posttest experimental design with a sample of 40 tenth grade students. The research instruments include a pretest, an instructional intervention using QuizWhizzer, and a posttest. The results of the paired sample t-test indicate a significant increase in learning interest, with the average score rising by 9.80 points. A correlation of 0.92 and a t-test value of 18.02 (p = 0.000) confirm that this increase did not occur by chance. Therefore, mobile-based digital permainans developed through the ADDIE model have been proven effective in enhancing students' learning interest, making learning more engaging, and increasing student participation and motivation in understanding Sociology concepts.

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Published

2025-12-01