Pemanfaatan Aplikasi Quizizz sebagai Media Digital untuk Meningkatkan Minat Belajar Sekolah Menengah Atas (SMA)
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Ayu Nita Singgi, Resilvia Mangadi, Naomi Naomi, Meriyana Mandacan, Ronaldo Stefanus

Pemanfaatan Aplikasi Quizizz sebagai Media Digital untuk Meningkatkan Minat Belajar Sekolah Menengah Atas (SMA)

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Introduction

Pemanfaatan aplikasi quizizz sebagai media digital untuk meningkatkan minat belajar sekolah menengah atas (sma). Tingkatkan minat belajar siswa SMA dengan Quizizz. Media digital interaktif berbasis game ini efektif meningkatkan motivasi, partisipasi, dan pengalaman belajar yang menyenangkan.

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Abstract

This study examines how the use of Quizizz as a digital learning media has great potential to enhance the learning interest of senior high school students. Quizizz provides an interactive learning experience through game-based quizzes that are engaging, easy to use, and accessible online. Features such as appealing visual design, point systems, gamification elements, and instant feedback help students become more active and motivated during the learning process. The purpose of this study is to analyze the effectiveness of using Quizizz in increasing students’ learning interest across various subjects at the senior high school level. The research methods include observation, the implementation of interactive quizzes, and the distribution of learning-interest questionnaires administered before and after using the media. The results indicate that Quizizz creates a more enjoyable, competitive, and participatory learning atmosphere, contributing significantly to the improvement of students’ learning interest. Therefore, Quizizz can be considered an effective digital learning alternative to support the teaching and learning process in senior high schools.


Review

This study, titled "Pemanfaatan Aplikasi Quizizz sebagai Media Digital untuk Meningkatkan Minat Belajar Sekolah Menengah Atas (SMA)," explores the application of Quizizz as a digital learning medium to enhance the learning interest of senior high school students. The abstract effectively highlights the interactive, game-based, and accessible nature of Quizizz, positing that its features such as appealing visuals, gamification, and instant feedback are instrumental in fostering a more active and motivated learning experience. The core premise is that integrating such a platform can significantly contribute to an improved learning atmosphere and student engagement. The methodology outlined, which includes observation, implementation of interactive quizzes, and pre- and post-intervention questionnaires, appears appropriate for assessing changes in learning interest. The authors claim that the results indicate Quizizz creates a more enjoyable, competitive, and participatory learning environment, leading to a significant improvement in students’ learning interest. This suggests a positive correlation between the use of Quizizz and increased student engagement, positioning it as an effective digital learning alternative to support current teaching and learning processes. While the abstract presents promising findings regarding the utility of Quizizz, a more comprehensive review would necessitate further detail on several critical methodological points. Specifically, insights into the specific subjects tested, the sample size and characteristics of the student population, and the statistical rigor behind the "significant improvement" claim are crucial. Understanding whether a control group was utilized to benchmark the observed effects, and a discussion of potential confounding factors such as the novelty effect or the sustainability of increased interest over time, would significantly strengthen the paper's conclusions and generalizability.


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