Quizizz And Hardwork Character in Geometry Online Lecture: How It Influence?
DOI:
https://doi.org/10.23887/jere.v5i1.31644Kata Kunci:
Quizizz, Hardwork character, GeometryAbstrak
The Quizizz online quiz application and the application of hard work characters have an impact on student achievement, especially on geometry courses. This study aims to investigate the influence the Quizizz online quiz and the character of student hard work on student achievement in online geometry lectures. This study involved all semester 2 and 4 students majoring in mathematics education as a research sample. The instrument used was in the form of a quizizz online quiz learning questionnaire and hard work characters. The proper questionnaire is used as an instrument for collecting data through online media. The questionnaire scale used the Likert scale with the criteria of strongly agree, agree, half agree, disagree, strongly disagree. This research is a quantitative research with ex post facto research design. Student achievement data is obtained from the average cognitive value of students during their online lectures with quizizz. Initial data analysis uses normality test, classic assumption test and influence test. The results showed that the influence of quizizz on student achievement by 69%, the effect of hard work character on learning achievement by 46%, and simultaneously quizizz online quiz and hard work character can influence student learning achievement by 68%. The contribution of this study is that the application of online quiz Quizizz and the character of hard work in online learning, especially geometry, has a dominant influence on student achievement so lecturers can apply to improve the students’ achievement.
Referensi
Albeta, S. W., Nofianti, N., & Rahmandani, S. (2020). Peranan Turnamen Berbasis Ict Dengan Aplikasi Quizizz Terhadap Pembelajaran Kimia. Jurnal Pendidikan Kimia Universitas Riau, 5(1), 11. https://doi.org/10.33578/jpk-unri.v5i1.7778.
Amaliyah, S. (2019). Pengaruh Implementasi Aplikasi Quizizz Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam Di Sman 32 Jakarta , rev, 2, 842–848. https://proceedings.uhamka.ac.id/index.php/semnas/article/view/235.
Asfar, A. M. I. T., & Asfar, A. M. I. A. (2020). Case-based games learning strategies to improve conceptual understanding in mathematics. Journal of Physics: Conference Series, 1663(1). https://doi.org/10.1088/1742-6596/1663/1/012060.
Belawati, T. (2019). Pembelajaran Online. Universitas Terbuka
Budiaji, W. (2013). Skala pengukuran dan jumlah respon skala likert. Jurnal ilmu pertanian dan perikanan, 2.2, 127–133. https://www.academia.edu/download/56440923/skalalikert.pdf.
Cahyono, A. N., Sukestiyarno, Y. L., Asikin, M., Miftahudin, Ahsan, M. G. K., & Ludwig, M. (2020). Learning mathematical modelling with augmented reality mobile math trails program: How can it work? Journal on Mathematics Education, 11(2), 181–192. https://doi.org/10.22342/jme.11.2.10729.181-192.
Darmawan, M. S., Daeni, F., & Listiaji, P. (2020). the Use of Quizizz As an Online Assessment Application for Science Learning in the Pandemic Era. Unnes Science Educational Journal (USEJ), 9(3), 144–150. https://journal.unnes.ac.id/sju/index.php/usej/article/view/41541.
Dini Turipan Alamanda, Grisna Anggadwita, Abdullah Ramdani, Mediany Kriseka Putri, W. S. (2019). Kahoot!: A Game-Based Learning Tool as an Effective Medium to Improve Students’ Achievement in Rural Areas. IGI Global, 18. https://doi.org/10.4018/978-1-5225-7473-6.ch010.
Faridi. (2009). Inovasi Pembelajaran Bahasa Inggris Berbasis ICT dalam Rangka Meningkatkan Mutu Pendidikan. Lembaran Ilmu Kependidikan, 38(1). https://journal.unnes.ac.id/nju/index.php/LIK/article/view/497.
Huang, R., & Cai, J. (2011). Pedagogical representations to teach linear relations in Chinese and U.S. classrooms: Parallel or hierarchical? Journal of Mathematical Behavior, 30(2), 149–165. https://doi.org/10.1016/j.jmathb.2011.01.003.
Ikhwanuddin. (2012). The implementation of character education on “hard work” and “collaboration” in kbm i course. Jurnal Pendidikan Karakter, 2(2), 153–163. https://dx.doi.org/10.21831/jpk.v0i2.1300.
Imawan, O. R. (2015). Perbandingan antara Keefektifan Model Guided Discovery Learning dan Project-Based Learning pada Matakuliah Geometri. PYTHAGORAS: Jurnal Pendidikan Matematika, 10(2), 179. https://doi.org/10.21831/pg.v10i2.9156.
Junior, J. B. B. (2020). Assessment for Learning With Mobile Apps: Exploring the Potential of Quizizz in the Educational Context. International Journal of Development Research, 10(1). https://www.academia.edu/download/62464841/Artigo_Quizizz_IJRS20200324-89180-79riqp.pdf.
Mayasari, D., Natsir, I., & Munfarikhatin, A. (2019). Improving capability of student based on green mathematics through nation character education for caring the environment. IOP Conference Series: Earth and Environmental Science, 343(1). https://doi.org/10.1088/1755-1315/343/1/012215.
Munfarikhatin, A., Mayasari, D., Natsir, I., & Yurfiah. (2019). Analysis of hard work character and students of PISA mathematics literature. IOP Conference Series: Earth and Environmental Science, 343(1). https://doi.org/10.1088/1755-1315/343/1/012211.
Natsir, I. (2019). Pengaruh Intelegensi Interpersonal terhadap Intelegensi Emosional dan Kaitannya dengan Hasil Belajar Matematika. Musamus Journal of Mathematics Education, 2(1), 50-58. https://doi.org/10.35724/mjme.v2i1.2020.
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers and Education, 135(October 2018), 15–29. https://doi.org/10.1016/j.compedu.2019.02.015.
Pagiling, S. L. (2019). Exploration of students’ representation in solving pythagorean theorem problems based on cognitive style. Journal of Physics: Conference Series, 1321(3). https://doi.org/10.1088/1742-6596/1321/3/032004.
Pitoyo, M. D., Sumardi, & Asib, A. (2020). Gamification-based assessment: The washback effect of quizizz on students’ learning in higher education. International Journal of Language Education, 4(1), 1–10. https://doi.org/10.26858/ijole.v4i2.8188.
Purba, L. S. L. (2019). Peningkatan Konsentrasi Belajar Mahasiswa Melalui Pemanfaatan Evaluasi Pembelajaran Quizizz Pada Mata Kuliah Kimia Fisika I. Jurnal Dinamika Pendidikan, 12(1), 29. https://doi.org/10.33541/jdp.v12i1.1028.
Purwati, L., Rochmad, & Wuryanto. (2018). An Analysis of Mathematical Problem Solving Ability Based on Hard Work Character in Mathematics Learning Using Connecting Organizing Reflecting Extending Model. Unnes Journal of Mathematics Education, 7(3), 195–202. https://doi.org/10.15294/ujme.v7i3.28977.
Santika, I. W. E. (2020). Pendidikan Karakter pada Pembelajaran Daring. Indonesian Values and Character Education Journal, 3(1), 8–19. http://dx.doi.org/10.23887/ivcej.v3i1.27830.
Sappaile, B. I. (2010). Konsep Penelitian Ex-Post Facto. Jurnal Pendidikan Matematika, 1(2), 1-16. https://dx.doi.org/10.36709/jpm.v1i2.1946.
Setemen, K. (2010). Pengembangan Evaluasi Pembelajaran Online. Jurnal Pendidikan dan Pengajaran, 43(3), 207–214. https://doi.org/10.23887/jppundiksha.v43i3.124.
Setiawan, A., Wigati, S., & Sulistyaningsih, D. (2019). Implementasi Media Game Edukasi Quizizz Untuk Meningkatkan Hasil Belajar Matematika Materi Sistem Persamaan Linear Tiga Variabel Kelas X Ipa 7 Sma Negeri 15 Semarang Tahun Pelajaran 2019 / 2020. Seminar Nasional Edusainstek FMIPA UNIMUS 2019, 2020, 167–173.
Sudrajat, A. (2011). Mengapa Pendidikan Karakter, Jurnal Pendidikan Karakter 1(1), 47–58. https://doi.org/10.21831/jpk.v1i1.1316.
Sugiyono, P. D. (2010). Metode Peneliian. Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Sukestiyarno, Y. L. (2013). Olah Data Penelitian Berbantuan SPSS. Universitas Negeri Semarang.
Suryadinata, N., & Linuhung, N. (2018). Pengaruh Bahan Ajar Geometri Dasar Berbasis Penemuan Terbimbing terhadap Prestasi Belajar Mahasiswa. Kreano, Jurnal Matematika Kreatif-Inovatif, 9(2), 184–190. https://doi.org/10.15294/kreano.v9i2.16218.
Wulandari, A. N., Sukestiyarno, Y. L., & Sugiman, S. (2013). Pengembangan Karakter dan Pemecahan Masalah melalui Pembelajaran Matematika dengan Model TAPPS. Unnes Journal of Mathematics Education, 2(3). https://doi.org/10.15294/ujme.v2i3.3364.
Y. Chaiyo and R. Nokham. (2017). The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system. 2017 International Conference on Digital Arts, Media and Technology (ICDAMT). https://doi.org/10.1109/ICDAMT.2017.7904957.
Unduhan
Diterbitkan
Cara Mengutip
Terbitan
Bagian
Lisensi
Authors who publish with the Journal of Evaluation and Research in Education (JERE) agree to the following terms:
- Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. (See The Effect of Open Access)