Students' Perspectives On Using "Quizizz" Apps To Assess Learning

Authors

  • Nurus Sulfia Itsnaini Universitas Muhammadiyah Gresik
  • Candra Hadi Asmara Universitas Muhammadiyah Gresik
  • Kritaya Pongpan Ban Nonsawang School

DOI:

https://doi.org/10.30587/umgeshic.v2i1.5216

Keywords:

Quizizz, Assesment, Game Based Learning

Abstract

This research was conducted to determine the effectiveness of using Quizizz at the end of class hours. These quizzes are fun and game-based and can be done at the same time. This study aims to find out: 1. What are the students' opinions about the use of Quizizz in basic learning assessments? Student responses to the use of Quizizz were positive. This research was conducted by observing video records and completing questionnaires, which were then analyzed using Microsoft Excel. The participants came from Ban Nonsawang school, with a total of 17 students from grade 3. According to the results, students stated that learning using the Quizizz application motivated them to increase learning, increase courage, reduce nervousness as usual when doing tests using paper and pencil, and that, besides that, they also felt happy and interested because of the features in it.They find it easy to use, increasing a constructive sense of competitiveness. The numbers that support the application of Quizizz are more dominant.

Downloads

Published

2023-01-18

How to Cite

Itsnaini, N. S., Asmara, C. H., & Pongpan, K. (2023). Students’ Perspectives On Using "Quizizz" Apps To Assess Learning. Journal Universitas Muhammadiyah Gresik Engineering, Social Science, and Health International Conference (UMGESHIC), 2(1), 248–254. https://doi.org/10.30587/umgeshic.v2i1.5216

Issue

Section

Articles

Similar Articles

<< < 1 2 3 4 5 6 7 8 > >> 

You may also start an advanced similarity search for this article.