Quizizz as Indonesian Learning Media During The COVID-19 Pandemic

K. Nisa
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引用次数: 2

Abstract

During the COVID-19 epidemic, this research aimed to improve students' fundamental Indonesian knowledge using Quizizz as a game-based learning tool. Description qualitative research technique. The study sample consisted of 33 students from the first semester of the Indonesian Language and Literature Education Study Program. The research instrument is multiple-choice questions about standard and non-standard words and Indonesian writing, which is included in the quizizz website. The data analysis technique was carried out in four stages; 1) data collection, data reduction; data presentation; and concluding. Based on the analysis results, it was found that the quizizz learning media in learning Indonesian can increase student interest in learning and is very effective in increasing knowledge of writing or spelling Indonesian and standard Indonesian grammar. Quizizz also prepares lecturers and students for global education expectations. Online interactive games can help enhance language education and boost digital literacy among the youth, both of which are essential for the fourth industrial revolution.
在2019冠状病毒病大流行期间,Quizizz成为印尼学习媒体
在2019冠状病毒病疫情期间,本研究旨在利用Quizizz作为基于游戏的学习工具,提高学生的印尼基础知识。描述定性研究方法。本研究样本包括33名印尼语言文学教育研究课程第一学期的学生。研究工具是关于标准和非标准单词以及印尼语写作的多项选择题,这些问题都包含在quizizz网站中。数据分析技术分四个阶段进行;1)数据收集,数据简化;数据报告;和总结。根据分析结果发现,在学习印尼语中使用quizizz学习媒体可以提高学生的学习兴趣,并且在提高印尼语写作或拼写知识和标准印尼语语法方面非常有效。Quizizz还帮助教师和学生为全球教育预期做好准备。在线互动游戏有助于加强年轻人的语言教育和提高数字素养,这两者对于第四次工业革命都是必不可少的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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