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Abstract
The aims of this research is to describe the formative assessment based on the quizizz application to improve student learning achievement as well as to see its effectiveness on student achievement in Chemistry subject in class X MIPA at SMAN I Pagar Alam. This study design using classroom action research and continued with the experimental approach in the form of quasi exsperiment. The research subjects were students of class X MIPA 1 as the PTK class, X MIPA 2 as the Experiment class and X MIPA 3 as the control class. The data collection techniques used in the study were the observation sheets and student test results. Analysis of the data used is the average value (the mean) and the t-test test. The results of this study can be concluded that the assessment based on the application quizizz is effective in improving student achievement in chemistry subject in class X Mathematics and Natural Sciences students at SMA Negeri 1 Pagar Alam.
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References
- Anderson, Lorin & David Krathwohl. 2001. Pembelajaran, Pengajaran, dan Asesmen. Yogyakarya: Pustaka Pelajar.
- Arend, Richard. 2008. Learning To Teach, (alih Bahasa Helly Prajitno Soetjipto dan Sri Mulyantini Soetjipto), Yogyakarta: Pustaka Pelajar
- Arikunto, Suharsimi. 2009. Peneltian Tindakan Kelas. Jakarta: Bumi Aksara.
- Arikunto, Suharsimi. 2011. Dasar-Dasar Evaluasi Pendidikan. Jakarta: Bumi Aksara.
- Bury, B. 2017. Testing Goes Mobile – Web 2.0 Formative Assessment Tools. International Conference ICT for Language Learning. https://conference.pixelonline.net/ICT4LL/files/ict4ll/ed0010/FP/4060-ETL2655-FP-ICT4LL10.pdfn
- Djamarah, Syaiful Bahri. 2012. Prestasi Belajar dan Kompetensi Guru Surabaya: Usaha Nasional.
- Hadi, Amirul, Haryono. 1998. Metodologi Penelitian Pendidikan. Jakarta: Pustaka Setia.
- Goksun, D. O., & Gürsoy, G. 2019. Comparing Success and Engagement in Gamified Learning Experiences Via Kahoot and Quizizz. Educational Technology & Society, https://www.researchgate.net/publication/331467462
- McKoy, M. S., & Chung, S. A. 2016. Back in the Game: Using gamification as an engagement tool with Spanish Language learners at UTech, Jamaica. The Journal of Arts Science and Technology. https://www.researchgate.net/publication/311796568. 9(8)
- Purwanto, Ngalim. 2009. Evaluasi Hasil Belajar. Yogyakkarta: Pustaka Pelajar.
- Sanjaya, Wina. 2009. Penelitian Tindakan Kelas. Jakarta. Prenadamedia.
- Sugiyono. 2011. Metode Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.
- Tu’u, Tulus, 2006. Peran Disiplin Pada Prilaku dan Prestasi Siswa, Jakarta : PT. Gramedia Widia Sarana Indonesia.
- Uno, Hamzah. 2007. Model Pembelajaran Menciptakan Proses Belajar Mengajar yang kreatif dan Efektif. Jakarta: Bumi Aksara
- Zhao, F. 2019. Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, http://www.sciedu.ca/journal/index.php/ijhe/article/view/14120. 8(1),37-43
References
Anderson, Lorin & David Krathwohl. 2001. Pembelajaran, Pengajaran, dan Asesmen. Yogyakarya: Pustaka Pelajar.
Arend, Richard. 2008. Learning To Teach, (alih Bahasa Helly Prajitno Soetjipto dan Sri Mulyantini Soetjipto), Yogyakarta: Pustaka Pelajar
Arikunto, Suharsimi. 2009. Peneltian Tindakan Kelas. Jakarta: Bumi Aksara.
Arikunto, Suharsimi. 2011. Dasar-Dasar Evaluasi Pendidikan. Jakarta: Bumi Aksara.
Bury, B. 2017. Testing Goes Mobile – Web 2.0 Formative Assessment Tools. International Conference ICT for Language Learning. https://conference.pixelonline.net/ICT4LL/files/ict4ll/ed0010/FP/4060-ETL2655-FP-ICT4LL10.pdfn
Djamarah, Syaiful Bahri. 2012. Prestasi Belajar dan Kompetensi Guru Surabaya: Usaha Nasional.
Hadi, Amirul, Haryono. 1998. Metodologi Penelitian Pendidikan. Jakarta: Pustaka Setia.
Goksun, D. O., & Gürsoy, G. 2019. Comparing Success and Engagement in Gamified Learning Experiences Via Kahoot and Quizizz. Educational Technology & Society, https://www.researchgate.net/publication/331467462
McKoy, M. S., & Chung, S. A. 2016. Back in the Game: Using gamification as an engagement tool with Spanish Language learners at UTech, Jamaica. The Journal of Arts Science and Technology. https://www.researchgate.net/publication/311796568. 9(8)
Purwanto, Ngalim. 2009. Evaluasi Hasil Belajar. Yogyakkarta: Pustaka Pelajar.
Sanjaya, Wina. 2009. Penelitian Tindakan Kelas. Jakarta. Prenadamedia.
Sugiyono. 2011. Metode Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.
Tu’u, Tulus, 2006. Peran Disiplin Pada Prilaku dan Prestasi Siswa, Jakarta : PT. Gramedia Widia Sarana Indonesia.
Uno, Hamzah. 2007. Model Pembelajaran Menciptakan Proses Belajar Mengajar yang kreatif dan Efektif. Jakarta: Bumi Aksara
Zhao, F. 2019. Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, http://www.sciedu.ca/journal/index.php/ijhe/article/view/14120. 8(1),37-43