Using Quizziz Application as an Evaluation Media for Online Learning in Citizenship Education Courses

Novita Sari, Mukhamad Murdiono, Edwin Nurdiansyah, Alfiandra Alfiandra, Rike Erlande

Abstract


This study aims to describe the use of the Quizizz Application as an evaluation medium for online learning in Citizenship Education courses. This study uses qualitative research with descriptive analysis methods, and data collection techniques used include interviews, observations, and surveys. The subjects of this research are class A and class B students of the law faculty class of 2021. To collect data, researchers used questionnaires and observation sheets. They use descriptive analysis to analyze it. The results of the study show that the Quizizz application as an evaluation medium is effectively used for online learning in citizenship education courses, which can be seen from the assessments carried out through live quizzes. And also, evaluation of learning using Quizizz is considered to be able to facilitate educators in conducting detailed and objective assessments so that it is more practical and fast.


Keywords


Quizizz Application; Evaluation; Online Learning

Full Text:

PDF

References


Agustina, L., & Rusmana, I. M. (2019). Pembelajaran matematika menyenangkan dengan aplikasi kuis online quizizz. Prosiding Seminar Nasional Matematika Dan Pendidikan Matematika Sosiomadika, 1–7. http://journal.unsika.ac.id/index.php/sesiomadik a

Argaheni, N. B. (2020). A systematic review: the impact of online lectures during the covid-19 pandemic against Indonesian students. PLACENTUM Jurnal Ilmiah Kesehatan Dan Aplikasinya, 8(2).

Basuki, Y. & Hidayati, Y. (2019). Kahoot! or Quizizz: the Students’ Perspectives. In Proceedings of Proceedings of the 3rd English Language and Literature International Conference, ELLiC, Semarang, Indonesia. https://doi.org/10.4108/eai.27-4- 2019.2285331.

Chaiyo, Y. & Nokham, R. (2017). The effect of Kahoot, Quizizz, and Google Forms on the student’s perception in the classroom response system. In International Conference on Digital Arts, Media and Technology (ICDAMT). IEEE, Chiang Mai, Thailand, pp. 178–182. https://doi.org/10.1109/ICDAMT

Citra, C. A., & Rosy, B. (2020). Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya.Jurnal Pendidikan Administrasi Perkantoran (JPAP), 8(2), 261–272. https://journal.unesa.ac.id/index.php/jpap/article/view/8242

Irwansyah, R., & Izzati, M. (2021). Implementing Quizizz as Game-Based Learning and Assessment in the English Classroom. TEFLA Journal (Teaching English as Foreign Language and Applied Linguistic Journal), 3(1), 13–18. https://journal.umbjm.ac.id/index.php/TEFLA /article/view/756.

Junior, J. B. B. (2020). Original research article open access assessment for learning with mobile apps: exploring the potential of quizizz in * João Batista Bottentuit Junior. 10, 33366–33371.

Latip, A. (2020). Komunikasi Pada Pembelajaran Jarak Jauh Di Masa Pandemi COVID-19. Jurnal Edukasi Dan Teknologi, 1(2), 107–115.

Mulyati, S. dan Efendi, H. 2020. Pembelajaran Matematika Melalui Media Game Quizizz Untuk Meningkatkan Hasil Belajar Matematika SMP 2 Bojonegara. GAUSS: Jurnal Pendidikan Matematika. 3(1): 64-73.

Nurhayati, E. (2020). Meningkatkan Keaktifan Siswa dalam Pembelajaran Daring Melalui Media Game Edukasi pada Masa Pencegahan Penyebaran Covid-19. Jurnal Paedagogy, 7(3), 36– 40.

Noor, S. 2020. Penggunaan Quizizz Dalam Penilaian Pembelajaran Pada Materi Ruang Lingkup Biologi Untuk Meningkatkan Hasil Belajar Siswa Kelas X.6 SMA 7 Banjarmasin. Jurnal Pendidikan Hayati. 6(1): 1-7.

Pusparani, H. (2020). Media Quizizz Sebagai Aplikasi Evaluasi Pembelajaran Kelas VI di SDN Guntur Kota Cirebon. Tunas Nusantara, 2(2), 269–279. https://doi.org/10.34001/jtn.v2i2. 1496.

Prawiyogi, A. G., Purwanugraha, A., Fakhry, G., & Firmansyah, M. (2020). Efektifitas pembelajaran jarak jauh terhadap pembelajaran siswa di SD IT Cendekia Purwakarta. Jurnal pendidikan dasar, 11(01), 94–101. https://doi.org/10.21009/10.21009/JPD.081

Rahman, R., Kondoy, E., & Hasrin, A. (2020). Penggunaan aplikasi quizziz sebagai media pemberian kuis dalam meningkatkan motivasi belajar mahasiswa. JISIP (Jurnal Ilmu Sosial Dan Pendidikan), 4(3), 60–66. https://doi.org/10.36312/jisip.v4i3.1161

Rosali, E. S., Pendidikan, J., & Universitas, G. (2020). Aktifitas pembelajaran daring pada masa pandemi covid-19 di jurusan pendidikan geografi universitas siliwangi tasikmalaya. Geography Science Education Journal (GEOSEE), 1(1), 21–30.

Rumaksari, A. N. (2021). Pembelajaran daring: ancaman perusahaan edtech pada sekolah ditengah pandemi covid-19. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 11(1), 30–36. https://doi.org/10.24246/j.js.2021.v11.i1.p30-36

Setiawan, A. R., Puspaningrum, M., & Umam, K. (2019). Pembelajaran fiqh mu’āmalāt berorientasi literasi finansial. Indonesian Journal of Islamic Education, 6(2), 187–192. https://doi.org/10.17509/t.v6i2.20887

Sudrajat, C. J., Agustin, M., Kurniawati, L., & Karsa, D. (2020). Strategi kepala tk dalam meningkatkan mutu pendidikan pada masa pandemi Covid 19. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 5(1), 508. https://doi.org/10.31004/obsesi.v5i1.582

Sugiyono. (2013). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta

Supriadi, N.-, Tazkiyah, D., & Isro, Z. (2021). Penerapan aplikasi quizizz dalam pembelajaran daring di era covid19. Jurnal Cakrawala Mandarin. 5(1), 42. https://doi.org/10.36279/apsmi.v5i1.101.

Syafrida, S. (2020). Bersama Melawan Virus Covid 19 di Indonesia. SALAM: Jurnal Sosial Dan Budaya Syar-I, 7(6). https://doi.org/10.15408/sjsbs.v7i6.15325

Wibawa, R. P., Astuti, R. I., & Pangestu, B. A. (2019). Smartphone-based application “quizizz” as a learning media. Jurnal Dinamika Pendidikan, 14(2), 244-253. https://doi.org/10.15294/dp.v1 4i2.23359

Worthen, B.R. (2011). Educational evaluation: Theory and practice. Ohio: Charles A. Jones Publishing Company.

Wulandari. M. (2020). Technology for English language learning. Yogyakarta: Sanata Dharma University Press

Yana, A. U., Antasari, L., & Kurniawan, B. R. (2020). Analisis Pemahaman Konsep Gelombang Mekanik Melalui Aplikasi Online Quizizz. Jurnal Pendidikan Sains Indonesia, 7(2), 143–152. https://doi.org/10.24815/jpsi.v7i2.14284

Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, 8(1), 37. https://doi.org/10.5430/ijhe.v8n1p37.




DOI: https://doi.org/10.35445/alishlah.v15i4.1610

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Novita Sari

Al-Ishlah Jurnal Pendidikan Abstracted/Indexed by:

    

 


 

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.