PENGGUNAAN APLIKASI QUIZIZZ SEBAGAI MEDIA UNTUK MELAKSANAKAN EVALUASI PEMBELAJARAN

Andra Aditiyawarman, Meini Sondang, Lilik Hanifah, Lusiana Dewi Kusumayati
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引用次数: 1

Abstract

To stop the spread of the Covid-19 virus, the learning system in Indonesia is also adapting by providing options for the implementation of online, offline, or blended learning processes. The use of online learning media is an alternative to the implementation of learning that reduces the risk of direct interaction between students. One of the online learning media that can be used during the learning process in general and the evaluation of learning in particular is the use of the quiziz application. This study aims to describe the quizizz media as an evaluation application for classroom learning. Quiziz is an educational game application that is narrative and flexible in nature that can be used as a means of delivering material as well as an interesting and fun learning evaluation medium. This research is a descriptive qualitative research that uses observation data collection methods and library research or library research, namely reading, studying, and reviewing books and writings related to the discussion. Based on the research, the results that can be achieved in the Quizizz application as a learning medium are: (1) The increased enthusiasm of students during the learning process increases because quiziz is one of the online learning media that contains games (interactive quizzes); (2) The increasing ability of students to understand the questions independently can be seen from the results of the pre-test, post-test, practice questions, and material strengthening; (3) Students participate actively during the learning process; (4) The use of the quiziz application can train students' time management accuracy in working on questions; (5) The use of the quiziz application can train students' calmness to work on questions or quizzes. Thus it can be concluded that the Quizizz application media is very effectively used in the learning evaluation process.  
使用QUIZIZZ app作为一种进行学习评估的媒介
为了阻止Covid-19病毒的传播,印度尼西亚的学习系统也在进行调整,提供了实施在线、离线或混合学习过程的选择。使用在线学习媒体是实施学习的另一种选择,可以减少学生之间直接互动的风险。一般来说,在学习过程中可以使用的在线学习媒体之一,特别是学习评估,就是使用测验应用程序。本研究旨在描述测验媒体作为课堂学习的评估应用。Quiziz是一款具有叙述性和灵活性的教育游戏应用程序,既可以作为一种传递材料的手段,也可以作为一种有趣的学习评估媒介。本研究是一种描述性质的研究,使用观察数据收集方法和图书馆研究或图书馆研究,即阅读、学习和回顾与讨论相关的书籍和著作。根据研究,Quizizz应用作为学习媒介可以达到的结果是:(1)由于Quizizz是包含游戏(互动测验)的在线学习媒体之一,学生在学习过程中的积极性提高了;(2)从前测、后测、练习题和材料强化的结果来看,学生独立理解问题的能力不断增强;(3)学生在学习过程中积极参与;(4)使用小测验应用程序可以训练学生做题时的时间管理准确性;(5)小测验应用程序的使用可以培养学生在做问题或小测验时的冷静。由此可以得出结论,Quizizz应用媒体在学习评价过程中是非常有效的。
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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