Smartphone-Based Application “quizizz†as a Learning Media

Ramadhan Prasetya Wibawa(1), Rohana Intan Astuti(2), Bayu Aji Pangestu(3),


(1) Universitas PGRI Madiun
(2) Universitas PGRI Madiun
(3) Universitas PGRI Madiun

Abstract

This study aims to find out the application and contribution of smartphone-based application ““quizizzâ€â€ as learning media in the University of PGRI Madiun. The method used in this research is descriptive qualitative. Data analysis technique used is an interactive method, including the process of collecting data, reducing data (compiling data in patterns, categories and specific issues), presenting data (compiling data in the form of matrices, graphs, networks, certain charts) and drawing conclusions. This research was conducted at the University of PGRI Madiun. The subjects of this study were students in Accounting and Economic Education. The results showed that the usage of smartphone-based application “quizizz†as learning media can make students enthusiastic in participating in learning, so students can focus and maximize the use of smartphones as a fun learning media. The concept of maximum learning will have an impact on improving student learning outcomes.

Keywords

Learning Media; Smartphone; Quizizz

Full Text:

PDF

References

Andi Pramono. (2006). Presentasi Multimedia dengan Macro Media Flash. Andi Yogyakarta.

Azhar, A. (2007). Media pembelajaran, Jakarta: PT. Raja Grafindo Persada, 15–85.

Depdiknas, R. I. (2003). Departemen Pendidikan Nasional Republik Indonesia.

Djamarah, S. B., & Zain, A. (2002). Belajar dan pembelajaran. Jakarta: Rineka Cipta.

Doering, A. H., & Roblyer, M. D. (2010). Integrating educational technology into teaching. Boston: Pearson.

Falahudin, I. (2014). Pemanfaatan media dalam pembelajaran. Jurnal Lingkar Widyaiswara, 1(4), 104–117.

Hamalik, O. (2003). Perencanaan pengajaran berdasarkan pendekatan sistem. Bumi Aksara.

Hanifah, T. N., Mulyadi, A., & Tanuatmodjo, H. (2017). Pengaruh self-efficacy terhadap kemandirian belajar siswa. JPAK: Jurnal Pendidikan Akuntansi Dan Keuangan, 5(2), 107–116.

Hartanto, W. (2016). Penggunaan E-Learning Sebagai Media Pembelajaran. Jurnal Pendidikan Ekonomi: Jurnal Ilmiah Ilmu Pendidikan, Ilmu Ekonomi Dan Ilmu Sosial, 10(1).

Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa [Effectiveness of Using Kahoot! to Improve Student Learning Outcomes]. PEDAGOGIA: Jurnal Pendidikan, 8(1), 95–104.

Ju, S. Y., & Adam, Z. (2018). Implementing “quizizz†as Game Based Learning in the Arabic Classroom. European Journal of Social Science Education and Research, 5(1), 194–198.

Karo-Karo, I. R., & Rohani, R. (2018). Manfaat Media Dalam Pembelajaran. AXIOM: Jurnal Pendidikan Dan Matematika, 7(1).

Miles, M. B. & A. M. H. (2009). Analisis Data Kualitatif. Jakarta: UI-Press.

Moleong, L. J. (1989). Metodologi penelitian kualitatif.

Munir, D. (2009). Pembelajaran Jarak Jauh Berbasis Teknologi Informasi dan Komunikasi. Bandung: Alfabeta.

Nazir, M. (2014). Metode Penelitian. GHALIA Indonesia.

Nurkamto, J. (2006). Metodologi Penelitian Kualitatif. Surakarta. UNS Press.

Prastowo, A. (2011). Panduan kreatif membuat bahan ajar inovatif. Yogyakarta: DIVA press.

Salam, A. R. (2011). Pengembangan Media Pembelajaran Berbasis Komputer untuk Mata Diklat Mengoperasikan Mesin CNC Dasar di SMK Negeri 2 Depok Sleman Yogyakarta. Yogyakarta: Program Studi Pendidikan Teknik Mesin Fakultas Teknik Universitas Negeri Yogyakarta.

Sidhu, M. S. (2009). Technology-Assisted Problem Solving for Engineering Education: Interactive Multimedia Applications: Interactive Multimedia Applications. IGI Global.

Squire, K. (2009). Mobile media learning: multiplicities of place. On the Horizon, 17(1), 70–80.

Sri Anitah. (2010). Media Pembelajaran. UNS Press.

Sugiono. (2014). Metode Penelitian Pendidikan. ALFA BETA.

Wilson, M., & Bolliger, D. U. (2013). Mobile learning: endless possibilities for allied health educators. Journal of Diagnostic Medical Sonography, 29(5), 220–224.

WULANSARI, M. (2019). Pengaruh Model Pembelajaran Kooperatif Tipe Student Teams Achievement Division (Stad) Berbantuan “Quizizz†pada Mata Pelajaran Sejarah Materi Pokok Proklamasi Kemerdekaan Indonesia Terhadap Hasil Belajar Siswa Kelas XI IPSs 4 SMA Negeri 5 Tasikmalaya Tahun Ajaran 2018/2019. Universitas Siliwangi.

Yana, A. U., & Antasari, L. (2019). Analisis Pemahaman Konsep Gelombang Mekanik Melalui Aplikasi Online “Quizizzâ€. Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education), 7(2), 143–152.

Refbacks

  • There are currently no refbacks.




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