Neptunus: Jurnal Ilmu Komputer dan Teknologi Informasi
Vol. 3 No. 1 (2025): Februari : Neptunus : Jurnal Ilmu Komputer Dan Teknologi Informasi

Pemanfaatan Kahoot dan Quizizz Sebagai Alat Media Pembelajaran Interaktif untuk Meningkatkan Kualitas Belajar di SMAN 1 Parittiga

Fithriawan Nugroho (Unknown)
Aditya Ahmad Fauzi (Unknown)
Faishal Farras (Unknown)
Muhammad Iqbal Hanafi (Unknown)
Siti Kamilah (Unknown)
Marna Marna (Unknown)



Article Info

Publish Date
19 Feb 2025

Abstract

The use of technology in education has become an essential need in modern learning. This study aims to analyze the utilization of Kahoot and Quizizz as interactive learning tools to enhance student learning quality at SMAN 1 Parittiga. The research employs a qualitative approach with observation and interview techniques to explore student and teacher experiences in using these platforms. The findings indicate that Kahoot and Quizizz significantly improve students' motivation, engagement, and comprehension of learning materials. Kahoot is more effective in creating a competitive learning atmosphere, while Quizizz provides flexibility for students to learn at their own pace. However, some challenges arise, such as reliance on a stable internet connection and the need for teacher training to optimize platform features. Therefore, it is recommended that schools improve digital infrastructure and provide training for teachers to support the optimal implementation of technology-based learning.

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Journal Info

Abbrev

Neptunus

Publisher

Subject

Computer Science & IT

Description

hasil-hasil penelitian di bidang Ilmu Komputer Dan Teknologi Informasi. Neptunus : Jurnal Ilmu Komputer Dan Teknologi Informasi berkomitmen untuk memuat artikel berbahasa Indonesia yang berkualitas dan dapat menjadi rujukan utama para peneliti dalam bidang Ilmu Komputer Dan Teknologi ...