Penggunaan Aplikasi Quizizz untuk Meningkatkan Hasil Belajar Peserta Didik pada Materi Pencegahan Perkelahian, Minuman Keras, dan Narkoba di Kelas XI SMK Negeri Campaka Purwakarta
Keywords:
Aplikasi Quizizz, Hasil Belajar, Pencegahan Perkelahian, Minuman Keras, NarkobaAbstract
Penelitian ini bertujuan untuk meningkatkan hasil belajar peserta didik kelas XI SMK Negeri Campaka pada materi pencegahan perkelahian, minuman keras, dan narkoba melalui penggunaan aplikasi Quizizz. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Setiap siklus meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi. Data dikumpulkan melalui tes hasil belajar dan observasi aktivitas peserta didik selama proses pembelajaran. Hasil penelitian menunjukkan peningkatan yang signifikan dalam hasil belajar, dengan rata-rata ketuntasan nilai tes sebelum menggunakan Quizizz sebesar 46,67%, meningkat menjadi 66,67% pada siklus pertama, dan mencapai 100% pada siklus kedua. Selain itu, motivasi dan keterlibatan peserta didik dalam pembelajaran juga meningkat, yang tercermin dari antusiasme mereka dalam mengikuti kuis. Berdasarkan hasil ini, penggunaan aplikasi Quizizz terbukti efektif dalam meningkatkan hasil belajar serta kesadaran siswa terhadap bahaya perkelahian, minuman keras, dan narkoba. Penelitian ini merekomendasikan penerapan teknologi dalam pembelajaran untuk memaksimalkan potensi siswa.
This study aims to improve the learning outcomes of eleventh-grade students at SMK Negeri Campaka on the topic of preventing fights, alcohol, and drugs through the use of the Quizizz application. The research method used was Classroom Action Research (CAR) conducted in two cycles. Each cycle consisted of planning, implementation, observation, and reflection. Data were collected through learning outcome tests and observation of student activities during lessons. The results showed a significant improvement in learning outcomes, with the average test completion rate increasing from 46.67% before using Quizizz to 66.67% in the first cycle and 100% in the second cycle. Additionally, student motivation and engagement in learning increased, as reflected in their enthusiasm during quizzes. Therefore, the use of the Quizizz application has proven effective in improving learning outcomes and raising students' awareness of the dangers of fighting, alcohol, and drugs. This study recommends integrating technology into the learning process to maximize students' potential.
References
Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work?—A literature review of empirical studies on gamification. 45th Hawaii International Conference on System Sciences. https://doi.org/10.1109/HICSS.2014.377
Harahap, F., Nasution, N. E. A., & Manurung, B. (2019). The Effect of Blended Learning on Student's Learning Achievement and Science Process Skills in Plant Tissue Culture Course. International Journal of Instruction, 12(1), 521-538. https://doi.org/10.29333/iji.2019.12134a.
Huang, W. H.-Y., & Liaw, S.-S. (2018). Exploring the Factors Influencing Learners’ Intention to Use the Gamification Model in Higher Education. Educational Technology & Society.
Lai, C. L., & Hwang, G. J. (2016). A self-regulated flipped classroom approach to improving students' learning performance in a mathematics course. Computers & Education, 100, 126-140.
Nasution, N. E. A., Yasin, R., & Rizka, C. (2024). Development of An RPG Maker Mv-Based Interactive Game as Learning Media on Virus Materials for Grade X Students at Nurul Islam Jember Senior High School. Jurnal Pendidikan Matematika dan IPA, 15(3), 457-475. http://dx.doi.org/10.26418/jpmipa.v15i3.74029
Piaget, J. (1954). The construction of reality in the child. Basic Books.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.
Utomo, H. (2020). Penerapan Media Quizizz untuk Meningkatkan Hasil Belajar Peserta didik Pelajaran Tematik Peserta didik Kelas IV SD Bukit Aksara Semarang. Jurnal Kualita Pendidikan, 1(3), 37-43.
Zubaidi, A. (2011). Desain Pendidikan Karakter: Konsepsi dan Aplikasinya dalam Lembaga Pendidikan. Kencana.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 JOURNAL OF PEDAGOCICAL AND TEACHER PROFESSIONAL DEVELOPMENT
This work is licensed under a Creative Commons Attribution 4.0 International License.