Wibawa, Ramadhan Prasetya
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Journal : Dinamika Pendidikan

APPLICATION OF SMARTPHONE BASED QUIZIZZ APPLICATIONS AS A LEARNING MEDIA IN THE ENVIRONMENT OF UNIVERSITAS PGRI MADIUN Wibawa, Ramadhan Prasetya
Dinamika Pendidikan Vol 14, No 2 (2019): December 2019
Publisher : Fakultas Ekonomi, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v14i2.22471

Abstract

This research stems from the learning that is applied to the accounting and economic education environment of PGRI Madiun University which tends to be still content transmission and teacher centered. These learning activities resulted in students being limited in developing creativity, understanding the concepts, and students still using their cellphones for learning while in class so that student learning outcomes are still not optimal. The main objective of this research is to apply smartphone-based quizizz applications as learning media in the PGRI Madiun University environment. The method used in this research is descriptive-qualitative. This research was conducted at the University of PGRI Madiun. The subject of this study is a study program in accounting education and economic education. The results showed that in general students were positive about the application of smartphone-based quizizz applications as learning media. The application of smartphone-based quizizz applications as a learning media as a learning media has increased the effectiveness and efficiency of time in learning and improved information technology skills, discipline in completing lecture tasks, and facilitates communication with lecturers supporting the courses concerned
Smartphone-Based Application “quizizz” as a Learning Media Wibawa, Ramadhan Prasetya; Astuti, Rohana Intan; Pangestu, Bayu Aji
Dinamika Pendidikan Vol 14, No 2 (2019): December 2019
Publisher : Fakultas Ekonomi, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v14i2.23359

Abstract

This study aims to find out the application and contribution of smartphone-based application ““quizizz”” as learning media in the University of PGRI Madiun. The method used in this research is descriptive qualitative. Data analysis technique used is an interactive method, including the process of collecting data, reducing data (compiling data in patterns, categories and specific issues), presenting data (compiling data in the form of matrices, graphs, networks, certain charts) and drawing conclusions. This research was conducted at the University of PGRI Madiun. The subjects of this study were students in Accounting and Economic Education. The results showed that the usage of smartphone-based application “quizizz” as learning media can make students enthusiastic in participating in learning, so students can focus and maximize the use of smartphones as a fun learning media. The concept of maximum learning will have an impact on improving student learning outcomes.
Smartphone-Based Application “quizizz” as a Learning Media Wibawa, Ramadhan Prasetya; Astuti, Rohana Intan; Pangestu, Bayu Aji
Dinamika Pendidikan Vol 14, No 2 (2019): December 2019
Publisher : Fakultas Ekonomi, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v14i2.23359

Abstract

This study aims to find out the application and contribution of smartphone-based application ““quizizz”” as learning media in the University of PGRI Madiun. The method used in this research is descriptive qualitative. Data analysis technique used is an interactive method, including the process of collecting data, reducing data (compiling data in patterns, categories and specific issues), presenting data (compiling data in the form of matrices, graphs, networks, certain charts) and drawing conclusions. This research was conducted at the University of PGRI Madiun. The subjects of this study were students in Accounting and Economic Education. The results showed that the usage of smartphone-based application “quizizz” as learning media can make students enthusiastic in participating in learning, so students can focus and maximize the use of smartphones as a fun learning media. The concept of maximum learning will have an impact on improving student learning outcomes.