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Design Media Learning Digital Game Based Learning (DGBL) Based on Quizizz in Basic Electronics Course

Circuit: Jurnal Ilmiah Pendidikan Teknik Elektro · Vol. 10 No. 2 (2026) · hlm. 163–175

DOI
10.22373/7besb054
ISSN
2549-3701, 2549-3698
Terbit
2026-07-31
Penerbit
PTE FTK UIN Ar-Raniry
Bahasa
eng
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

This study aims to design and test the feasibility of Digital Game-Based Learning (DGBL) learning media based on the Quizizz application in the Basic Electronics course. The research method used is Research and Development (R&D) with a 4D development model. In the define stage, an analysis of needs, student characteristics, learning outcomes, and learning problems is carried out. The design stage is carried out through the preparation of quiz designs, selection of Quizizz features, preparation of assessment instruments, and adjustment of materials to learning indicators. The develop stage produces interactive quiz media, and is tested on a limited basis with students through a response questionnaire. The validation results show that the learning media obtained a feasibility percentage of 94% from material experts and 90% from media experts with a very feasible category. Meanwhile, the results of student responses obtained an overall percentage of 84.58% with a very good category. These findings indicate that the Quizizz-based DGBL learning media is worthy of being used as an alternative learning media. This media is able to support conceptual understanding, increase motivation, strengthen student involvement, and encourage independent learning in an interactive and fun way.

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  • Institut Agama Islam Negeri Kendari
  • Politeknik Negeri Sriwijaya
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Rekan penulisOrganisasiArtikel bersama
Ghufran Ibnu YasaAfiliasi tidak diketahui2
Hadi KurniawanAfiliasi tidak diketahui2
Muhammad IkhsanInstitut Agama Islam Negeri Kendari2
Khairil AmriAfiliasi tidak diketahui1
Gunawan IqbalAfiliasi tidak diketahui1
SRI WAHYUNIAfiliasi tidak diketahui1
Malahayati MalahayatiPoliteknik Negeri Sriwijaya1
Abrar Syahrul FajriAfiliasi tidak diketahui1
Zul FajjeriAfiliasi tidak diketahui1
Muhammad Rizal FachriAfiliasi tidak diketahui1
Tutur SafaatAfiliasi tidak diketahui1
Faujan FaujanAfiliasi tidak diketahui1
Maulana AbdurrahmanAfiliasi tidak diketahui1
Marda AssyifaAfiliasi tidak diketahui1
Abdal ZikriAfiliasi tidak diketahui1
FathurrahmanAfiliasi tidak diketahui1
RamadhaniAfiliasi tidak diketahui1
Fashbir IsAfiliasi tidak diketahui1
Gina Saria PutriAfiliasi tidak diketahui1
Suci IrawandaAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://jurnal.ar-raniry.ac.id/index.php/circuit/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en">Design Media Learning Digital Game Based Learning (DGBL) Based on Quizizz in Basic Electronics Course</dc:title>
	<dc:creator xml:lang="en">Rus Tsunami, Halimah</dc:creator>
	<dc:creator xml:lang="en">Lastya, Hari Anna </dc:creator>
	<dc:description xml:lang="en">This study aims to design and test the feasibility of Digital Game-Based Learning (DGBL) learning media based on the Quizizz application in the Basic Electronics course. The research method used is Research and Development (R&amp;amp;D) with a 4D development model. In the define stage, an analysis of needs, student characteristics, learning outcomes, and learning problems is carried out. The design stage is carried out through the preparation of quiz designs, selection of Quizizz features, preparation of assessment instruments, and adjustment of materials to learning indicators. The develop stage produces interactive quiz media, and is tested on a limited basis with students through a response questionnaire. The validation results show that the learning media obtained a feasibility percentage of 94% from material experts and 90% from media experts with a very feasible category. Meanwhile, the results of student responses obtained an overall percentage of 84.58% with a very good category. These findings indicate that the Quizizz-based DGBL learning media is worthy of being used as an alternative learning media. This media is able to support conceptual understanding, increase motivation, strengthen student involvement, and encourage independent learning in an interactive and fun way.</dc:description>
	<dc:publisher xml:lang="en">PTE FTK UIN Ar-Raniry</dc:publisher>
	<dc:date>2026-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.ar-raniry.ac.id/index.php/circuit/article/view/33845</dc:identifier>
	<dc:identifier>10.22373/7besb054</dc:identifier>
	<dc:source xml:lang="en">Circuit: Jurnal Ilmiah Pendidikan Teknik Elektro; Vol. 10 No. 2 (2026); 163-175</dc:source>
	<dc:source>2549-3701</dc:source>
	<dc:source>2549-3698</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.ar-raniry.ac.id/index.php/circuit/article/view/33845/13309</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Halimah Rus Tsunami, Hari Anna Lastya</dc:rights>
	<dc:rights xml:lang="en">http://creativecommons.org/licenses/by-sa/4.0</dc:rights>
</oai_dc:dc>