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PENGGUNAAN APLIKASI QUIZIZZ SEBAGAI MEDIA UNTUK MELAKSANAKAN EVALUASI PEMBELAJARAN M. Andra Aditiyawarman; Meini Sondang; Lilik Hanifah; Lusiana Dewi Kusumayati
Jurnal Penelitian 24-36
Publisher : Politeknik Penerbangan Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46491/jp.v7i1.840

Abstract

To stop the spread of the Covid-19 virus, the learning system in Indonesia is also adapting by providing options for the implementation of online, offline, or blended learning processes. The use of online learning media is an alternative to the implementation of learning that reduces the risk of direct interaction between students. One of the online learning media that can be used during the learning process in general and the evaluation of learning in particular is the use of the quiziz application. This study aims to describe the quizizz media as an evaluation application for classroom learning. Quiziz is an educational game application that is narrative and flexible in nature that can be used as a means of delivering material as well as an interesting and fun learning evaluation medium. This research is a descriptive qualitative research that uses observation data collection methods and library research or library research, namely reading, studying, and reviewing books and writings related to the discussion. Based on the research, the results that can be achieved in the Quizizz application as a learning medium are: (1) The increased enthusiasm of students during the learning process increases because quiziz is one of the online learning media that contains games (interactive quizzes); (2) The increasing ability of students to understand the questions independently can be seen from the results of the pre-test, post-test, practice questions, and material strengthening; (3) Students participate actively during the learning process; (4) The use of the quiziz application can train students' time management accuracy in working on questions; (5) The use of the quiziz application can train students' calmness to work on questions or quizzes. Thus it can be concluded that the Quizizz application media is very effectively used in the learning evaluation process.
DIGITAL MODULE DEVELOPMENT SCL-BASED FOR MATHEMATICS STUDY APPLICABLE IN NAUTICA DEPARTMENT Arie Puji Astuti; Meini Sondang; Nurmida Chaterine Sitompul
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 4 No. 1 (2020): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i1.7913

Abstract

This study aims to make the development product in the form of an applied mathematics digital module that is used as teaching material for cadets at the Nautics Department at the Surabaya Shipping Polytechnic. This development product includes teaching material and simulations that can be executed through the links available in teaching materials to facilitate understanding the material. The research method uses the waterfall development model with 5 (five) stages, namely needs analysis, design and implementation, testing, product release, product maintenance. Development products are tested to content, media experts, and development design experts to obtain product feasibility. The development products were then tested in small groups (6 cadets) and large groups (26 cadets) and allied teacher assessments. The average results of the feasibility assessment by experts amounted to 79.2% or very well qualified. The product feasibility assessment from the small group test was 83.6%, while the product feasibility assessment from the large group test was 85.7%. The scores of allied lecturers were 93.3%. This digital module of applied mathematics is effective in learning and there are simulations that help cadets understand the material.