2021
DOI: 10.1088/1742-6596/1783/1/012111
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Gamification in Learning using Quizizz Application as Assessment Tools

Abstract: Nowadays, Teaching and learning activities in the world of education must always follow the development of technology. The use of these technologies will make these activities more effective and efficient. Gamification is part of innovation in education. In this research, gamification is used as a tool for studying activities in project management information systems subject. The method used is technology-based applied research. The Assessment Tool in this study uses Quizizz. Quizizz is used on midterms. This … Show more

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Cited by 29 publications
(30 citation statements)
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“…Sedangkan 40 menit digunakan untuk pemaparan materi pembelajaran. Selain itu alat evaluasi quizziz ini juga memiliki keunggulan yakni penampilan alat evaluasi yang sangat menarik dan membuat peserta didik interaktif dalam mengerjakan ujian (Handoko et al, 2021). Quizizz mendukung proses evaluasi yang akan di laksanakan oleh guru, serta mengatasi kejenuhan oleh peserta didik terhadap evaluasi menggunakan kertas.…”
Section: Efektifitas Pemanfaatan Alat Evaluasi Untuk Meningkatkan Hasil Belajarunclassified
“…Sedangkan 40 menit digunakan untuk pemaparan materi pembelajaran. Selain itu alat evaluasi quizziz ini juga memiliki keunggulan yakni penampilan alat evaluasi yang sangat menarik dan membuat peserta didik interaktif dalam mengerjakan ujian (Handoko et al, 2021). Quizizz mendukung proses evaluasi yang akan di laksanakan oleh guru, serta mengatasi kejenuhan oleh peserta didik terhadap evaluasi menggunakan kertas.…”
Section: Efektifitas Pemanfaatan Alat Evaluasi Untuk Meningkatkan Hasil Belajarunclassified
“…In October 2010, learning by utilizing gamification appeared to increase student participation in the classroom and create more engaging learning. Gamification is the process of adding elements of play in education to increase learning motivation, through the provision of values, challenges, winners, awards to achieve a level of engagement in the game so that it can be used as an evaluation and assessment tool (Handoko et al, 2021). Gamification is a game-based online application that can be used at all levels (Bicen & Kocakoyun, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Quizizz is more effective in spurring learning (Basuki & Hidayati, 2019), becoming an assessment device that makes it easier for teachers to measure learning experience (Bicen & Kocakoyun, 2018;Handoko et al, 2021), effective and efficient because it is easy to use, paperless, and can be done anywhere and anytime (Pusparani, 2020). Thus, based on the situation and condition of teachers who are members of PGRI in Cisauk District and the advantages of the Quizizz device, the purpose of community service is to improve the knowledge and ability of teachers in Cisauk District in utilizing Quizizz as a medium of learning and evaluation.…”
Section: Introductionmentioning
confidence: 99%
“…Yunus & Hua, 2021); (Katemba & Sinuhaji, 2021); (Abdullah, 2019). In addition, some studies use quizzz for assessment carried out by (Hikmah et al, 2021); (Handoko et al, 2021); (Mohamad, 2020); (Pitoyo et al, 2020). Research on the use of quizizz in other learning is carried out by (Zhao, 2019) accounting learning; (Ancient, 2020) physics chemistry.…”
Section: Introductionmentioning
confidence: 99%