Farhan Ali Syihat, - (2021) PENGGUNAAN MEDIA GAMIFIKASI QUIZIZZ DAN KAHOOT DALAM EVALUASI PEMBELAJARAN PPKN PADA SMPN 125 JAKARTA. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini dilakukan untuk mengetahui evaluasi pembelajaran melalui gamifikasi quizizz lebih efektif daripada menggunakan kahoot dengan 3 aspek yaitu aspek Rekayasa Perangkat Lunak, Aspek Desain Pembelajaran, dan Aspek Komunikasi Visual. Desain penelitian yang digunakan adalah penelitian deskriptif dengan menggunakan pendekatan kuantitatif non tes. Instrumen penelitian yang digunakan yaitu angket dan lembar penilaian. Penilaian media gamifikasi dilakukan oleh guru. Responden pada penelitian ini yaitu peserta didik kelas IX SMPN 125 Jakarta sebanyak 65 peserta didik. Hasil penelitian menunjukkan bahwa menurut guru media ini sudah memenuhi persyaratan sebuah media yang baik dari sisi aspek penilaian kegunaan, efektivitas, backsound, tampilan, bahasa dan waktu dengan kategori sangat layak. Media gamifikasi ini di respon positif oleh peserta didik. Hasil penelitian, penggunaan media gamifikasi quizizz lebih efektif daripada menggunakan kahoot yang meliputi aspek rekayasa perangkat lunak, aspek desain pembelajaran, dan aspek komunikasi visual. Dibuktikan dengan hasil hipotesis dan hasil persentase media quizizz yang lebih tinggi daripada media kahoot. Kesimpulan penelitian ini yaitu penggunaan media gamifikasi quizizz lebih efektif berada pada kategori sangat layak sebesar 79% dengan skor 7071. Serta berdasarkan hasil uji hipotesis, dengan hasil 1100,176 yang menyatakan bahwa hipotesis diterima dengan demikian penggunaan media gamifikasi quizizz lebih efektif daripada menggunakan kahoot. Selain itu, media gamifikasi quizizz sudah dimanfaatkan sebaik mungkin oleh peserta didik dan guru selama masa pandemi Covid19 This research was conducted to find out the evaluation of learning through quizizz gamification is more effective than using kahoot with 3 aspects namely aspects of Software Engineering, Learning Design Aspects, and Visual Communication Aspects. The research design used is descriptive research using a quantitative non-test approach. The research instruments used are questionnaires and assessment sheets. The gamification media assessment is carried out by the teacher. Respondents to this study were students of class IX SMPN 125 Jakarta as many as 65 learners. The results showed that according to this media teacher already meets the requirements of a good media in terms of aspects of assessment of usability, effectiveness, backsound, appearance, language and time with a very decent category. This gamification media is responded positively by learners. As a result, the use of quizizz gamification media is more effective than using kahoot which includes aspects of software engineering, learning design aspects, and aspects of visual communication. Evidenced by the results of hypotheses and results of a higher percentage of media quizizz than kahoot media The conclusion of this study is that the use of quizizz gamification media is more effective in the very decent category of 79% with a score of 7071. As well as based on the results of the hypothesis test, with a result of 1100,176 stating that the hypothesis is accepted thus the use of quizizz gamification media is more effective than using kahoot. In addition, quizizz gamification media has been utilized as well as possible by learners and teachers during the Covid19 pandemic.
Item Type: | Thesis (S1) |
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Uncontrolled Keywords: | Media Gamifikasi, Quizizz, Kahoot, |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education > LB2361 Curriculum |
Divisions: | Fakultas Ilmu Pendidikan > Teknologi Pendidikan |
Depositing User: | Farhan Ali Syihat |
Date Deposited: | 25 Oct 2021 04:06 |
Last Modified: | 12 Apr 2022 03:55 |
URI: | http://repository.upi.edu/id/eprint/69045 |
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