Online game users can receive benefits from playing games, but in reality online games currently have a negative impact on learning. The purpose of this research is to develop quiziz-based learning media. This study uses the 4D development model. This development uses a questionnaire as a data collection instrument. This questionnaire was distributed to material experts, learning design experts, media experts, and respondents. Respondents in the individual, small group, and field trials were students of class X at SMAN 1 Kembangbahu. The results of the validation of material experts, design experts, and media experts showed a validity percentage of 83%, 94%, and 93%. According to the conversion of the percentage validity of material experts, design experts, and media experts respectively, the media belongs feasible, very feasible, and very feasible qualifications. The results of the questionnaire data analysis from individual, small group, and field trials respectively showed a percentage of 89% converted in feasible qualifications, 91% converted in very feasible qualifications, and 90% converted in very feasible qualifications. Based on the results of this validation, it can be concluded that Quizizz's interactive learning media for Class X Economics at SMAN 1 Kembangbahu is suitable for use as an Economics learning medium.