{"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}
引用次数: 0
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.