GAMIFIKASI PEMBELAJARAN TEMATIK MENGGUNAKAN APLIKASI QUIZIZZ SUPER UNTUK MENINGKATKAN RETENSI INGATAN SISWA KELAS IV

Authors

  • Sulistyowati Universitas Sarjanawiyata Tamansiswa Yogyakarta Author

Keywords:

gamified learning; thematic learning; Quizizz Super; memory retention; elementary school students.

Abstract

Thematic learning in elementary schools still faces the problem of low student memory retention due to less interactive instructional practices and limited use of educational technology. In fact, thematic learning requires active student engagement to ensure long-term understanding and retention of learning materials. This study aims to examine the implementation of gamified thematic learning using the Quizizz Super application to improve the memory retention of fourth-grade students. The research subjects consisted of fourth-grade students and classroom teachers directly involved in gamification-based thematic learning. This study employed a qualitative approach with a case study design grounded in grounded research principles. Data were collected through desk review, observation, interviews, questionnaires, and Focus Group Discussions (FGD). Data analysis was conducted through data reduction, data display, and conclusion verification. The results indicate that the implementation of gamification using Quizizz Super enhances student engagement, facilitates better understanding of thematic content, and strengthens students’ memory retention of the learning materials.

References

Black, P., & Wiliam, D. (2018). Classroom assessment and pedagogy. Assessment in Education: Principles, Policy & Practice, 25(6), 551–575. https://doi.org/10.1080/0969594X.2018.1441807

Csikszentmihalyi, M. (2014). Flow and the foundations of positive psychology. Springer. https://doi.org/10.1007/978-94-017-9088-8

Drake, S. M., & Reid, J. L. (2018). Integrated curriculum as an effective way to teach 21st century capabilities. Asia Pacific Journal of Educational Research, 1(1), 31–50. https://doi.org/10.30777/APJER.2018.1.1.03

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Hattie, J. (2017). Visible learning for teachers: Maximizing impact on learning. Routledge.

Mayer, R. E. (2020). Multimedia learning (3rd ed.). Cambridge University Press. https://doi.org/10.1017/9781316941355

OECD. (2019). Innovating education and educating for innovation: The power of digital technologies and skills. OECD Publishing. https://doi.org/10.1787/9789264313124-en

Pratama, R. A., & Nugroho, A. (2022). Pemanfaatan Quizizz sebagai media evaluasi pembelajaran di sekolah dasar. Jurnal Pendidikan Dasar Indonesia, 7(2), 134–142. https://doi.org/10.23887/jpdi.v7i2.45678

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Schunk, D. H. (2020). Learning theories: An educational perspective (8th ed.). Pearson Education.

Shernoff, D. J., Csikszentmihalyi, M., Schneider, B., & Shernoff, E. S. (2016). Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly, 31(1), 93–107. https://doi.org/10.1037/spq0000123

Slavin, R. E. (2020). Educational psychology: Theory and practice (13th ed.). Pearson Education.

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Downloads

Published

2025-12-17

Issue

Section

Articles

How to Cite

GAMIFIKASI PEMBELAJARAN TEMATIK MENGGUNAKAN APLIKASI QUIZIZZ SUPER UNTUK MENINGKATKAN RETENSI INGATAN SISWA KELAS IV. (2025). IEC: Journal of Educational Innovation, 1(1), 1-7. https://research.iecjournal.com/index.php/IEC-JEI/article/view/1