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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) · pp. 163–175

DOI
10.22373/7besb054
ISSN
2549-3701, 2549-3698
Published
2026-07-31
Publisher
PTE FTK UIN Ar-Raniry
Language
eng
License
creativecommons.org/licenses/by-sa/4.0

Abstract

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.

Collaboration network of the authors

22 authors · 34 co-authorship links

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Institut Agama Islam Negeri Kendari
  • Politeknik Negeri Sriwijaya
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Ghufran Ibnu YasaAffiliation unknown2
Hadi KurniawanAffiliation unknown2
Muhammad IkhsanInstitut Agama Islam Negeri Kendari2
Khairil AmriAffiliation unknown1
Gunawan IqbalAffiliation unknown1
SRI WAHYUNIAffiliation unknown1
Malahayati MalahayatiPoliteknik Negeri Sriwijaya1
Abrar Syahrul FajriAffiliation unknown1
Zul FajjeriAffiliation unknown1
Muhammad Rizal FachriAffiliation unknown1
Tutur SafaatAffiliation unknown1
Faujan FaujanAffiliation unknown1
Maulana AbdurrahmanAffiliation unknown1
Marda AssyifaAffiliation unknown1
Abdal ZikriAffiliation unknown1
FathurrahmanAffiliation unknown1
RamadhaniAffiliation unknown1
Fashbir IsAffiliation unknown1
Gina Saria PutriAffiliation unknown1
Suci IrawandaAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://jurnal.ar-raniry.ac.id/index.php/circuit/oai, first harvested 6 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<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>