Implementation of a Gamification Learning Strategy Assisted by ZEP Quiz to Improve Student Engagement and Mathematics Learning Outcomes

Authors

  • Siti Anisah Universitas Indraprasta PGRI Author

Keywords:

gamification, learningactiveness, learning outcomes, ZEP quiz

Abstract

This study aims to determine the increase in learning activity and learning outcomes of class XI.6 students of SMAN 1 Kota Depok with the implementation of gamification strategies assisted by ZEP Quiz. The method used in this study is the classroom action research (CAR) method. This CAR was carried out in two cycles with each cycle consisting of four stages, namely planning, action, observation, and reflection. The four stages are carried out repeatedly and are focused on increasing student learning activity in mathematics learning on single data statistics material. This study was conducted in January - May 2025 with 32 students as research subjects. The results of the study showed an increase in student learning activity, namely in the pre-cycle learning activity reached 43.75%, cycle I was 76.875% which then increased significantly in cycle II with 84.75%. Not only that, the learning outcomes of students increased by using ZEP Quiz, marked by the acquisition of an average pre-test score percentage in the pre-cycle of 36.21% to 71.87% for the average post-test score in cycle I and the average post-test score in cycle II reached 91.33%. Thus, the use of gamification assisted by ZEP Quiz has proven effective in improving the quality of mathematics learning and is relevant to be applied to generation Z students who are close to technology

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Published

2025-07-01