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The Implementation of Interactive Learning Media Utilizing Quizizz at SMAN 2 Rambah Yunita, Nova; Amelia Chandra, Detri
Journal of Computer Networks, Architecture and High Performance Computing Vol. 7 No. 1 (2025): Article Research January 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v7i1.5000

Abstract

The aim of this research is to find out how effective the use of Quizizz-based interactive learning media is by class XI Science students at SMAN 2 Rambah in the Informatics subject with computer network material. A quantitative method was used, with a questionnaire created by the school's Guidance and Counseling (BK) teacher to measure the level of student boredom before and after Quizizz. A Likert scale was used for data collection. Descriptive analysis, normality test, homogeneity of variance test, and difference test (paired sample t-test) were used to analyze the data obtained. All these techniques are used with the help of the SPSS program. The results show that Quizizz increases student participation in learning and significantly reduces student boredom. Before Quizizz was used, the average burnout score was 41.96. However, after use, this score dropped to 19.79. It was shown by the difference test that this difference was significant (p < 0.05). With this reduction in boredom levels, it is clear that Quizizz not only makes learning more interesting, but also makes learning fun and competitive. However, obstacles such as teachers' limited digital skills and difficulties in obtaining technology in remote areas still need to be overcome. According to this research, Quizizz can be a great interactive learning tool that gets students more engaged in learning, especially in high school.
PELATIHAN PEMANFAATAN QUIZIZZ DALAM PEMBUATAN MEDIA PEMBELAJARAN DI SMK NEGERI 1 RAMBAH SAMO Wahyudi, Sri; Chandra, Detri Amelia; Muslim, Muslim; Santosa, Firman; Yunita, Nova
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 5, No 1 (2025): April 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v5i1.3023

Abstract

Abstract: The Industrial Revolution 4.0 era requires the world of education to adapt to technological developments, including in the learning process. Interactive learning media is one of the innovative solutions to increase student participation and motivation in learning. This article discusses the results of training activities to create interactive learning media based on the Quizizz application carried out at SMK Negeri 1 Rambah Samo by a team of lecturers from Rokania University. This training aims to improve teacher competence in designing and implementing digital teaching media that are interesting, effective, and in accordance with student characteristics. The implementation method uses a participatory approach and direct practice, including an introduction to the Quizizz feature, compiling questions, and learning simulations. The results of the activity show that teachers are able to use the application independently and produce Quizizz-based learning materials that are ready to be used in class. In addition, this training also produces outputs in the form of technical guide modules and scientific articles. This activity has a positive impact in encouraging a more interactive and adaptive learning transformation to technology. Keyword: Interactive learning, Quizizz, Educational technology, Teacher training, Digital media. Abstrak: Era Revolusi Industri 4.0 menuntut dunia pendidikan untuk beradaptasi dengan perkembangan teknologi, termasuk dalam proses pembelajaran. Media pembelajaran interaktif menjadi salah satu solusi inovatif untuk meningkatkan partisipasi dan motivasi siswa dalam belajar. Artikel ini membahas hasil kegiatan pelatihan pembuatan media pembelajaran interaktif berbasis aplikasi Quizizz yang dilaksanakan di SMK Negeri 1 Rambah Samo oleh tim dosen Universitas Rokania. Pelatihan ini bertujuan untuk meningkatkan kompetensi guru dalam mendesain dan mengimplementasikan media ajar digital yang menarik, efektif, dan sesuai dengan karakteristik siswa. Metode pelaksanaan menggunakan pendekatan partisipatif dan praktik langsung, mencakup pengenalan fitur Quizizz, penyusunan soal, serta simulasi pembelajaran. Hasil kegiatan menunjukkan bahwa guru mampu menggunakan aplikasi secara mandiri dan menghasilkan materi pembelajaran berbasis Quizizz yang siap digunakan di kelas. Selain itu, pelatihan ini juga menghasilkan luaran berupa modul panduan teknis dan artikel ilmiah. Kegiatan ini memberikan dampak positif dalam mendorong transformasi pembelajaran yang lebih interaktif dan adaptif terhadap teknologi. Kata kunci: Pembelajaran interaktif, Quizizz, Teknologi pendidikan, Pelatihan guru, Media digital.
The Implementation of Interactive Learning Media Utilizing Quizizz at SMAN 2 Rambah Yunita, Nova; Amelia Chandra, Detri
Journal of Computer Networks, Architecture and High Performance Computing Vol. 7 No. 1 (2025): Article Research January 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v7i1.5000

Abstract

The aim of this research is to find out how effective the use of Quizizz-based interactive learning media is by class XI Science students at SMAN 2 Rambah in the Informatics subject with computer network material. A quantitative method was used, with a questionnaire created by the school's Guidance and Counseling (BK) teacher to measure the level of student boredom before and after Quizizz. A Likert scale was used for data collection. Descriptive analysis, normality test, homogeneity of variance test, and difference test (paired sample t-test) were used to analyze the data obtained. All these techniques are used with the help of the SPSS program. The results show that Quizizz increases student participation in learning and significantly reduces student boredom. Before Quizizz was used, the average burnout score was 41.96. However, after use, this score dropped to 19.79. It was shown by the difference test that this difference was significant (p < 0.05). With this reduction in boredom levels, it is clear that Quizizz not only makes learning more interesting, but also makes learning fun and competitive. However, obstacles such as teachers' limited digital skills and difficulties in obtaining technology in remote areas still need to be overcome. According to this research, Quizizz can be a great interactive learning tool that gets students more engaged in learning, especially in high school.