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Penggunaan Aplikasi Quizizz sebagai Media Evaluasi Pembelajaran Matematika pada Kegiatan PLP Ernawati Jais; Intan Nur Fatimah; Dina Silvana Risky; Febyola Febyola; Hamrina Tullah; Nur Aulia
Kamba Mpu: Jurnal Pengabdian Masyarakat Volume 3, Nomor 2, Desember 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Dayanu Ikhsanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/kambampu.v3i2.2026

Abstract

Evaluasi pembelajaran matematika di sekolah menengah atas masih sering dilakukan secara konvensional, sehingga kurang menarik bagi siswa. Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk menerapkan aplikasi Quizizz sebagai media evaluasi pembelajaran matematika pada kegiatan Pengenalan Lingkungan Persekolahan (PLP). Kegiatan ini dilaksanakan oleh mahasiswa Program Studi Pendidikan Matematika Univesitas Dayanu Ikhsanuddin dengan melibatkan siswa kelas XI sebagai subjek kegiatan. Metode pelaksanaan meliputi tahap perencanaan, penyusunan instrumen evaluasi berbasis Quizizz, pelaksanaan evaluasi pembelajaran, serta evaluasi hasil kegiatan. Hasil kegiatan menunjukkan bahwa penggunaan aplikasi Quizizz mampu meningkatkan antusiasme dan keaktifan siswa serta,  mempermudah guru dan mahasiswa PLP dalam memperoleh hasil evaluasi secara cepat dan efisien.
Pengaruh Asesmen Formatif Menggunakan Aplikasi Gamifikasi Quizizz terhadap Minat Belajar Matematika Siswa Rasmuin Rasmuin; Dina Silvana Risky; Rismayani Armin
Jurnal Akademik Pendidikan Matematika Volume 12, Nomor 2, November 2026
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Dayanu Ikhsanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/japm.v12i2.2249

Abstract

The formulation of the problem in this study is whether formative assessment using the Quizizz gamification application affects students' learning interest in mathematics for eleventh-grade students of SMA Negeri 2 Baubau. This study aims to determine the effect of formative assessment using the Quizizz gamification application on students' learning interest in mathematics for eleventh-grade students of SMA Negeri 2 Baubau. Data collection in this study used research instruments in the form of student response questionnaires regarding the implementation of formative assessment using the Quizizz gamification application, as well as a student mathematics learning interest questionnaire. The data obtained were analyzed using descriptive statistical analysis and inferential analysis. Based on the research results, the conclusions are as follows: Normality analysis, linearity analysis, and heteroscedasticity analysis indicate that the data are normally distributed, have a linear relationship, and show no symptoms of heteroscedasticity. The results of the analysis show that the t-value = 4.081 with a significance value of 0.000 < 0.05 and a regression coefficient = 0.480. Therefore, it is concluded that H0 is rejected and H1 is accepted, which means there is a positive and significant effect of formative assessment using the Quizizz gamification application on the learning interest of Class XI students at SMAN 2 Baubau in mathematics.