Abstract: Along with the rapid development of information technology, there is a need for technology-based learning media. The problem in the field is that students do not understand and are skilled at creating technology-based learning media. The solution was to carry out a PkM activity entitled Using Quizizz in mathematics learning. This PkM activity aims to provide knowledge and skills about Quizizz media. The method used in this PkM activity is Community-Based Participatory Research (CBR) with the Participatory Research Appraisal (PRA) type. The pre-test results showed that students did not understand their curriculum and the Quizizz media, this can be seen from the average pre-test result of 23. Next, the material was delivered and a post-test was carried out. The post-test results obtained an average of 76. This implies that students' abilities have increased. The N-Gain results obtained were 0.7 in the medium category.Keywords:Quizizz, Mathematics LearningAbstrak: Seiring dengan perkembangan teknologi informasi yang pesat, perlu adanya media pembelajaran berbasis teknologi. Permasalahan dilapangan mahasiswa belum memahami dan terampil membuat media pembelajaran berbasis teknologi. Solusinya dilakukan kegiatan PkM yang berujudul Pemanfaatan Quizizz dalam pembelajaran matematika. Kegiatan PkM ini bertujuan untuk memberikan pengetahuan dan keterampilan tentang media Quizizz. Metode yang digunakan dalam kegiatan PkM ini adalah Community-Based Participatory Research (CBR) dengan jenis Participatory Research Appraisal (PRA). Hasil pretes diperoleh bahwa mahasiswa belum memahami kurikulum mareka dan media Quizizz, hal tersebut terlihat dari hasil rata-rata pretes yaitu 23. Selanjutnya dilakukan penyampaian materi dan dilakukan postes. Hasil postes diperoleh rata-rata 76. Hal itu menyiratkan bahwa kemampuan mahasiswa meningkat. Hasil N-Gain diperoleh 0,7 dengan kategori sedang.Kata kunci: Quizizz, Pembelajaran Matematika
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