Main Article Content
Abstract
The quality of learning can be improved by using digital learning media. This study aims to develop a Quizizz-based learning media for paragraph material for students. This research is a research and development (R & D) with the ADDIE model including Analysis, Design, Development, Implementation and Evaluation. The stages in this study are design, development and implementation. The analysis stage is to analyze the needs of Quizizz-based learning media for paragraph material. The design stage is to create a Quizizz-based learning media product for paragraph material. The development stage is to compile questions that will be integrated with paragraph material in Quizizz-based learning media, conducting product validation with media experts, linguists, and material experts. The implementation stage is to apply Quizizz-based learning media for paragraph material to students during Indonesian Language lectures. The research subjects used students of the D3 mechanical engineering program at Sriwijaya State Polytechnic. The findings of this study are in the form of a product in the form of Quizizz-based learning media for paragraph material that is very valid and can be used for Indonesian Language lectures.
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Copyright (c) 2025 Resti Ries Tuti, Revie Juniarti, Bhramastya Sandy Hargita, Novritika, Sri Wahyuni

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References
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- Maunino, G., & Tacoh, Y. (2023). Pengaruh media pembelajaran Quizizz terhadap kemampuan berpikir kritis siswa kelas X mata pelajaran informatika di SMA Kristen 1 Salatiga. Jurnal Ilmiah Wahana Pendidikan, 9(September), 308–319. https://doi.org/10.5281/zenodo.8307495
- Pramono, A. (2025). Penggunaan media pembelajaran Quizizz dalam pembelajaran Bahasa Indonesia pada siswa. Jurnal Penelitian Pendidikan Guru Sekolah Dasar (JPPGSD), 13(8), 2124–2131.
- Wulandari, R. M., Zumrotun, E., & Wibowo, D. A. (2024). Pengaruh model PjBL berbantuan media Quizizz terhadap hasil belajar Bahasa Indonesia di kelas V SD. Jurnal Pendidikan Dasar, 8(1), 45–53.
- Rohimah, S., Mastoah, I., & Tim Guru MI. (2025). Pentingnya media Quizizz dalam meningkatkan hasil belajar Bahasa Indonesia di SD Negeri Karyasari 3. Jurnal Pendidikan Dasar, 9, 20581–20587.
- Ryan, M. D., Aryanti, S., Bayu, W. I., Destriani, D., Solahuddin, S., Azhar, S., & Tuti, R. R. (2024). Implementation of e-book Flip PDF Professional sepak takraw material for high school students. Jurnal Ilmu Keolahragaan, 7(2), 182–189. https://doi.org/10.26418/jilo.v7i2.89264
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References
Agustiola, A. T., Trianto, A., & R. A. (2025). Implementasi literasi dalam pembelajaran di kelas V SD Negeri 1 Kota Bengkulu. Jurnal Ilmiah Korpus, 9(2), 306–319. https://doi.org/10.33369/jik.v9i2.26277
Ardianti, Y., & Nugraha, A. W. (2025). Pengembangan assessment quiz berbasis Quizizz materi sinonim dan antonim Bahasa Indonesia kelas V SDN 3 Pulosari. Jurnal Pendidikan, 4(3), 1–11.
Aryanti, S., Hartati, & Syafaruddin. (2020). Learning of badminton model through animation video on physical education students. International Journal of Human Movement and Sports Sciences, 8(6), 47–50. https://doi.org/10.13189/saj.2020.080708
Aryanti, S., Nurrizalia, M., Setiyo, E., Helmi, H., & Azhar, S. (2022). Powtoon-based learning videos to improve learning outcomes at background services in elementary school students. Halaman Olahraga Nusantara (Jurnal Ilmu Keolahragaan), 5(1), 217. https://doi.org/10.31851/hon.v5i1.6805
Solikah, H. (2020). Pengaruh penggunaan media pembelajaran interaktif Quizizz terhadap motivasi dan hasil belajar siswa pada materi teks persuasif kelas VIII di SMPN 5 Sidoarjo tahun pelajaran 2019/2020. Jurnal Pendidikan, 1–8.
Juniarti, R., & Politeknik Negeri Sriwijaya. (2025). Dari mainan menjadi media pembelajaran: Transformasi pengenalan huruf dengan augmented reality. Jurnal Pendidikan Teknologi, 6(2), 121–131.
Khoerunnisa, S., & Zakaria, Y. (2025). Pengembangan media pembelajaran inovatif berbasis game Quizizz untuk meningkatkan pemahaman siswa pada mata pelajaran Bahasa Indonesia di Madrasah Tsanawiyah. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 11(4), 227–237.
Maunino, G., & Tacoh, Y. (2023). Pengaruh media pembelajaran Quizizz terhadap kemampuan berpikir kritis siswa kelas X mata pelajaran informatika di SMA Kristen 1 Salatiga. Jurnal Ilmiah Wahana Pendidikan, 9(September), 308–319. https://doi.org/10.5281/zenodo.8307495
Pramono, A. (2025). Penggunaan media pembelajaran Quizizz dalam pembelajaran Bahasa Indonesia pada siswa. Jurnal Penelitian Pendidikan Guru Sekolah Dasar (JPPGSD), 13(8), 2124–2131.
Wulandari, R. M., Zumrotun, E., & Wibowo, D. A. (2024). Pengaruh model PjBL berbantuan media Quizizz terhadap hasil belajar Bahasa Indonesia di kelas V SD. Jurnal Pendidikan Dasar, 8(1), 45–53.
Rohimah, S., Mastoah, I., & Tim Guru MI. (2025). Pentingnya media Quizizz dalam meningkatkan hasil belajar Bahasa Indonesia di SD Negeri Karyasari 3. Jurnal Pendidikan Dasar, 9, 20581–20587.
Ryan, M. D., Aryanti, S., Bayu, W. I., Destriani, D., Solahuddin, S., Azhar, S., & Tuti, R. R. (2024). Implementation of e-book Flip PDF Professional sepak takraw material for high school students. Jurnal Ilmu Keolahragaan, 7(2), 182–189. https://doi.org/10.26418/jilo.v7i2.89264
Suwarto, M. P. (2021). Menggunakan Quizizz untuk meningkatkan prestasi belajar Bahasa Indonesia. Jurnal Pendidikan Bahasa, 30(3), 499–514.