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Journal : Journal Neosantara Hybrid Learning

Quizzz! As A Tool For Innovative Educational Gamification In Higher Education Handayani, Fitriah; Intes, Amina; Wibowo, Guntur Arie; Cahyono, Didik; Mardikawati, Budi
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.922

Abstract

Quizizz is a very useful gamification tool for use in innovative education in higher education. By using quizizz, can help and interest students in learning. In addition, by using Quizizz, can increase creativity, and can help evaluate learning easily. This research was conducted with the aim of seeing how effective the use of Quizizz is in higher education. Because in fact, the Quizizz application is a game-based application, which can involve the participation of all students in playing in class. The method used by researchers in examining Quizizz as a Tool for Gamification of Innovative Education in Higher Education is to use quantitative methods. The data obtained by the researcher was obtained from the results of the distribution of questionnaires. The distribution of the questionnaire carried out by the researcher was done online by using the Google From software. The results of the data acquisition will also be tested again using the SPSS application. From the research results, it can be known that Quizizz is very useful to be used in innovative education in higher education. Innovative education can be interpreted as a skillful, critical, and creative education. Therefore, Quizizz is very appropriate to be used as an innovative educational gamification tool in higher education, because Quizizz can present different learning materials than previous learning materials. From this research, researchers can conclude that with Quizizz, it can enable teachers to identify material that has not been mastered by students, and can measure the level of skills that have been improved by students. In addition, the use of Quizizz as gamification in universities can also train students independently to learn, such as making questions, as well as other interesting games that will be used to learn.
Co-Authors Agusta Arifin, Rizfani Ahmad Aviv Mahmudi Ahmad Fahreza, Ahmad Ahmad Muktamar B Ahmad Qurtubi Alfiyanto, Afif Arifin, Nofri Yudi Arisanti, Ivon Bambang Winardi Bawamenewi, Arozatulo Cahyani, Evyta Dwi cahyono, didik Chandra Murdiono Lisabe Demmanggasa, Yultan Devina, Kadek Saskia Amelia Dewi, Kadek Ayu Sutrisna Dewi, Ni Made Nanda Pradnya Diharjo, Nugroho Noto Dikafitri, Revalina Nurul Permata Dito Anurogo, Dito Dwi Wahyu Hidayat, Dwi Wahyu Dwipayanti, Kadek Viska Eka Mei Eka Suartawan, Putu Erni Susilawati, Erni Fariz Ramadhan, Sendy Fatmawati Fatmawati Fionasari, Richa Fitasari, Yusime Fitriah Handayani Gandariani, Titis Guntur Arie Wibowo, Guntur Arie Habibah, Chavia Maulina Haslindah, Andi Ika Fitria, Ika Indra Tjahyadi Intes, Amina Japar, I Gede Deva Ananda Judijanto, Loso Kagatanaribe, Neo Gracio Deo KASNAWATI, KASNAWATI Maheswari, Ni Kadek Yunika Marlin, Khairul Maulana, Avin Maulana, Rafli Firman Meisuri Muhammad Azhar Irwansyah Mulyaningtyas, Dinda One Muttaqin, Bayu Aji Zainul Nurfazira, Nisha Rizqi Nurrizqi, Galih Ilham Pangestu, Budi Perdana, Putu Diva Pratiwi, Ni Kadek Ayu Dian Rahayu, Anne Ramli, Akhmad Retno Anggraini Reviandari Widyatiningtyas, Reviandari Rizka Amelia Sabilaturrizqi, Mashudah Saifullah Saifullah Sa’dan Dardiri, Muhammad Setianingtyas, Kadek Risma Simanjuntak, Irfan Steven Seagel Siti Annisa Wahdiniawati, Siti Annisa Siti Shofiah Sri Purwati, Sri suardi suardi Suhendri Suhendri Suyasa, Kadek Dwi Pryandana Tantrisna, Ellen Tutiliana, Tutiliana Wardana, I Putu Gede Nova Widarman, Agung Wiguna, Luh Ade Arya Prasanthi Dewi Wulan Sari, Wulan Yogi Oktopianto