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Analisis dan Perbandingan Media Interaktif Kahoot dan Quizizz dalam Kemudahan Pembelajaran Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki; Tri Dewi Yuni Utami
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 3 No. 1 (2025): Februari : Neptunus : Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v3i1.726

Abstract

Technological advancements have significantly impacted education, including more interactive learning methods. Kahoot and Quizizz are two platforms that utilize gamification to enhance student engagement in learning. This study aims to analyze and compare these interactive media in terms of ease of use, student engagement, and effectiveness in providing feedback. Using a qualitative method and a case study approach, data was collected through interviews and observations of teachers and students utilizing both platforms. The study's findings indicate that Kahoot is more effective in boosting student motivation through a competitive system, whereas Quizizz excels in independent learning flexibility and providing more detailed result reports. Therefore, the utilization of these platforms should be adjusted according to the learning objectives to be achieved..
Pelatihan Penggunaan Classpoint Sebagai Penunjang Kegiatan Pembelajaran di Kelas pada SMA Negeri 1 Parittiga Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki; Tri Dewi Yuni Utami
Pelayanan Unggulan : Jurnal Pengabdian Masyarakat Terapan Vol. 2 No. 1 (2025): Februari : Pelayanan Unggulan : Jurnal Pengabdian Masyarakat Terapan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/unggulan.v2i1.1205

Abstract

The use of technology in education is increasingly important in creating effective and interactive learning experiences. This community service activity aims to enhance teachers' skills at SMA Negeri 1 Parittiga in utilizing ClassPoint, a Microsoft PowerPoint add-in that enables more dynamic and participatory learning. The method used includes training, demonstrations, hands-on practice, and evaluation of the technology's effectiveness. The results indicate an improvement in teachers' understanding of ClassPoint features, increased student participation in learning, and the creation of a more engaging and collaborative classroom environment. Some technical challenges, such as device limitations and internet access issues, were successfully addressed through direct assistance. This training has had a positive impact on improving teachers' digital skills and teaching effectiveness. It is expected that the implementation of this technology will contribute to the continuous improvement of learning quality.