Implementation of Quizwhizzer Application on Social Studies Subjects at SMP Negeri 28 Pontianak City

Kustini Handayani, Saiful Bahri
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Abstract

Basically, education cannot be separated from various elements of the development of the existing era, one of which is the development in terms of information and communication technology. So as to give birth to various innovations that can support the learning process and increase students' interest in what is being learned. Technology certainly affects human life and plays a role in the life of the wider community, especially the role of technology in the field of education. By supporting the learning process and increasing student interest, one of them is by providing interesting learning media. As with the Quizwhizzer app, it's a game-based educational app. The purpose of this study is to determine the planning and implementation of the Quizwhizzer application in social studies subjects at SMP Negeri 28 Pontianak City, and to find out the results of the application of the Quizwhizzer application in social studies subjects at SMP Negeri 28 Pontianak City. To achieve this goal, this research is conducted using qualitative research type with case study type. Data collection procedures are carried out using observation, interview and documentation methods. The results of its application are proven to bring better results, it looks like students are more excited and enthusiastic when using the Quizwhizzer application in social studies subjects.
在坤甸第28区SMP实施社会学学科Quizwhizzer应用程序
从根本上说,教育离不开当今时代发展的各种因素,其中之一就是信息和通信技术的发展。这样才能催生各种创新,支持学习过程,提高学生对所学知识的兴趣。技术当然会影响人类的生活,并在更广泛的社会生活中发挥作用,尤其是技术在教育领域的作用。支持学习过程,提高学生兴趣,其中之一就是提供有趣的学习媒体。正如 Quizwhizzer 应用程序,它是一款基于游戏的教育应用程序。本研究的目的是确定坤甸二十八中社会学科Quizwhizzer应用程序的规划和实施,并找出坤甸二十八中社会学科Quizwhizzer应用程序的应用结果。为实现这一目标,本研究采用个案研究的定性研究类型。数据收集程序通过观察、访谈和记录等方法进行。研究结果表明,Quizwhizzer的应用带来了更好的效果,学生们在使用Quizwhizzer应用于社会学科时显得更加兴奋和热情。
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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