{"title":"通过使用QUIZIZZ作为一种互动学习工具,提高学生的学习成绩","authors":"M. Cholik","doi":"10.29100/jipi.v8i2.4156","DOIUrl":null,"url":null,"abstract":"Education in the digital era has experienced rapid development with the presence of various innovative technologies. One of them is Quizizz, an interactive learning platform popular at various educational levels. The use of Quizizz in Vocational High Schools (SMK) has the potential to enhance student learning outcomes. However, comprehensive research on the effectiveness of Quizizz usage in SMK is still limited. Therefore, this research aims to fill the knowledge gap. This study employs a quasi-experimental method with a quantitative approach. The research sample consists of two X TKR classes at SMK Dharma Bahari Surabaya. The experimental class utilizes Quizizz, while the control class employs quizzes based on Google Forms. The research results indicate an improvement in student learning outcomes in both groups. However, the most significant improvement in learning outcomes occurs in the group using the educational game application Quizizz. This research supports the hypothesis that the use of Quizizz can enhance student learning outcomes in mechanical measurement competency. These findings provide an important contribution to our understanding of the utilization of Quizizz as a learning tool in SMK and its implications for student learning outcomes.","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"43 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"PENINGKATAN HASIL BELAJAR SISWA MELALUI PENGGUNAAN QUIZIZZ SEBAGAI ALAT PEMBELAJARAN INTERAKTIF DI SMK\",\"authors\":\"M. Cholik\",\"doi\":\"10.29100/jipi.v8i2.4156\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Education in the digital era has experienced rapid development with the presence of various innovative technologies. One of them is Quizizz, an interactive learning platform popular at various educational levels. The use of Quizizz in Vocational High Schools (SMK) has the potential to enhance student learning outcomes. However, comprehensive research on the effectiveness of Quizizz usage in SMK is still limited. Therefore, this research aims to fill the knowledge gap. This study employs a quasi-experimental method with a quantitative approach. The research sample consists of two X TKR classes at SMK Dharma Bahari Surabaya. The experimental class utilizes Quizizz, while the control class employs quizzes based on Google Forms. The research results indicate an improvement in student learning outcomes in both groups. However, the most significant improvement in learning outcomes occurs in the group using the educational game application Quizizz. This research supports the hypothesis that the use of Quizizz can enhance student learning outcomes in mechanical measurement competency. These findings provide an important contribution to our understanding of the utilization of Quizizz as a learning tool in SMK and its implications for student learning outcomes.\",\"PeriodicalId\":32696,\"journal\":{\"name\":\"JIPI Jurnal IPA dan Pembelajaran IPA\",\"volume\":\"43 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-05-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JIPI Jurnal IPA dan Pembelajaran IPA\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29100/jipi.v8i2.4156\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JIPI Jurnal IPA dan Pembelajaran IPA","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29100/jipi.v8i2.4156","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
随着各种创新技术的出现,数字时代的教育经历了快速发展。其中之一是Quizizz,这是一个在各种教育水平上都很受欢迎的互动学习平台。在职业高中(SMK)使用Quizizz有可能提高学生的学习成果。然而,关于在SMK中使用Quizizz的有效性的全面研究仍然有限。因此,本研究旨在填补这方面的知识空白。本研究采用准实验方法和定量方法。研究样本包括SMK Dharma Bahari Surabaya的两个X TKR班。实验班使用Quizizz,而控制班使用基于Google Forms的测验。研究结果表明,两组学生的学习成果都有所改善。然而,使用教育游戏应用Quizizz的小组在学习成果方面取得了最显著的进步。本研究支持了使用Quizizz可以提高学生机械测量能力学习成果的假设。这些发现为我们理解Quizizz作为SMK学习工具的使用及其对学生学习成果的影响提供了重要的贡献。
PENINGKATAN HASIL BELAJAR SISWA MELALUI PENGGUNAAN QUIZIZZ SEBAGAI ALAT PEMBELAJARAN INTERAKTIF DI SMK
Education in the digital era has experienced rapid development with the presence of various innovative technologies. One of them is Quizizz, an interactive learning platform popular at various educational levels. The use of Quizizz in Vocational High Schools (SMK) has the potential to enhance student learning outcomes. However, comprehensive research on the effectiveness of Quizizz usage in SMK is still limited. Therefore, this research aims to fill the knowledge gap. This study employs a quasi-experimental method with a quantitative approach. The research sample consists of two X TKR classes at SMK Dharma Bahari Surabaya. The experimental class utilizes Quizizz, while the control class employs quizzes based on Google Forms. The research results indicate an improvement in student learning outcomes in both groups. However, the most significant improvement in learning outcomes occurs in the group using the educational game application Quizizz. This research supports the hypothesis that the use of Quizizz can enhance student learning outcomes in mechanical measurement competency. These findings provide an important contribution to our understanding of the utilization of Quizizz as a learning tool in SMK and its implications for student learning outcomes.