Pemanfaatan Quizizz Sebagai Media Pembelajaran Berbasis Game Pada Masa Pandemi Covid-19

Destri Sambara Sitorus, T. Santoso
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引用次数: 8

Abstract

The Covid-19 pandemic has hit all countries in the world has had an impact on many sectors, including the education sector. Teaching and learning activities are transferred to a virtual face room. Online learning is carried out with the help of technology, one of those is quizizz which is a game-based learning media. This research is a qualitative research that aims to obtain information about the use of the Quizizz application in economic learning. The research subjects were high school and vocational high school students in Salatiga City, Boyolali Regency, and Semarang Regency. The results showed that the use of quizizz had a positive impact on students. Quizizz helped them to better understand the material, did not make them bored in learning, made them more enthusiastic, focused, and active in learning, relaxes when they were bored, makes students think critically, competitively, and broadly.
在新冠肺炎大流行期间,Quizizz作为基于媒体学习的游戏的使用
新冠肺炎疫情袭击了世界上所有国家,对包括教育部门在内的许多部门产生了影响。教学活动被转移到一个虚拟的面室。在线学习是在技术的帮助下进行的,其中之一是quizizz,这是一种基于游戏的学习媒体。本研究是一项定性研究,旨在获得有关Quizizz应用程序在经济学习中的使用信息。研究对象为萨拉蒂加市、博约拉里县和三宝垄县的高中生和职业高中生。结果表明,quizizz的使用对学生产生了积极的影响。Quizizz帮助他们更好地理解材料,不会让他们在学习中感到无聊,使他们在学习时更加热情、专注和积极,在无聊时放松,让学生批判性、竞争性和广泛地思考。
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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