Articles in Press

Improving Lower-Secondary Science Learning Through QuizWhizzer-Assisted Educational Games

A Two-Cycle Classroom Action Research Study

Authors

  • Ayu Azhari Universitas Muhammadiyah Maumere
  • Dian Ernaningsih Universitas Muhammadiyah Maumere
  • Yulimira Syafriati Yuminar Mutiara Sani Universitas Muhammadiyah Maumere

DOI:

https://doi.org/10.56741/IISTR.pbpsp.002637


Keywords:

Classroom Action Research, Digital Game-Based Learning, Formative Assessment, QuizWhizzer, Science Education

Abstract

Digital game-based learning can support participation and formative assessment, but evidence on QuizWhizzer in lower-secondary science remains context-dependent. This study examined an iterative QuizWhizzer-assisted educational-game approach in Grade VIII science at MTs Muhammadiyah Wuring, Indonesia. A two-cycle classroom action research design involved 21 students (13 boys and 8 girls) studying the structure and function of the human excretory system. Cycle I combined teacher explanation, a handout/presentation, QuizWhizzer-based formative questions, and an end-of-cycle essay test. Reflection on low mastery and limited participation informed Cycle II, which retained QuizWhizzer while adding an instructional video and stronger classroom-management and prompting strategies. The primary learning outcome was the end-of-cycle essay score, with mastery defined as a score of at least 70; teacher implementation and student activity were recorded through structured observation checklists. Mean achievement increased from 39.48 (range 2-60; 0 of 21 students mastered) in Cycle I to 82.14 (range 70-100; 21 of 21 mastered) in Cycle II. Teacher implementation increased from 52% to 96%, while student activity increased from 12.5% to 81.3%. The refined second-cycle instructional sequence therefore met the prespecified classroom success criterion of at least 85% mastery. Because the study had no untreated comparison group or pre-intervention baseline and Cycle II introduced multiple refinements, the findings support QuizWhizzer as a component of an iterative classroom-improvement strategy rather than establish its isolated causal effect.

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Author Biographies

Ayu Azhari, Universitas Muhammadiyah Maumere

is an early-career educator and researcher in Biology Education at Universitas Muhammadiyah Maumere, Indonesia. She completed her Bachelor’s degree in Biology Education in 2025. Her research interests include innovation in science education, digital learning technologies, and educational games, with particular attention to active and interactive learning experiences. (email: azhariayu486@gmail.com).

Dian Ernaningsih, Universitas Muhammadiyah Maumere

is a lecturer at Universitas Muhammadiyah Maumere, Indonesia, with academic interests in agricultural education and educational policy development. She earned a Bachelor’s degree in Agriculture (S.P.) from Universitas Muhammadiyah Yogyakarta in 2006 and a Master’s degree in Educational Policy and Development (M.Pd.) from Universitas Muhammadiyah Malang in 2017.  (email: deeyanerna@gmail.com).

Yulimira Syafriati Yuminar Mutiara Sani, Universitas Muhammadiyah Maumere

is a lecturer in Biology Education at Universitas Muhammadiyah Maumere, Indonesia. She earned a Bachelor of Science (S.Si.) from Universitas Islam Negeri Maulana Malik Ibrahim and a Master’s degree in Educational Policy and Development (M.Pd.) from Universitas Muhammadiyah Malang. Her research interests include STEM-based science education, curriculum innovation, and the development of critical thinking skills (email: myasanyy@gmail.com).

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Published

2026-10-18

How to Cite

Azhari, A., Ernaningsih, D., & Sani, Y. S. Y. M. (2026). Improving Lower-Secondary Science Learning Through QuizWhizzer-Assisted Educational Games: A Two-Cycle Classroom Action Research Study. Jurnal Praktik Baik Pembelajaran Sekolah Dan Pesantren, 5(03), 182–192. https://doi.org/10.56741/IISTR.pbpsp.002637

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