MANDALANURSAMANDALANURSA

JISIP (Jurnal Ilmu Sosial dan Pendidikan)JISIP (Jurnal Ilmu Sosial dan Pendidikan)

The purpose of this study was to determine (1) the effect of quizwhizzer application on students potential learning loss, (2) the effect of quizwhizzer application on students learning outcomes. This research is a quasi-experimental research involving one pretest group and one posttest group. The subjects of this study were inorganic chemistry practicum students at the Jambi University Chemical Education Study Program, who were in class R-002 in the 2022/2023 academic year. This study used a pretest and posttest scheme. Student learning outcomes were measured through questions, and potential learning loss using a questionnaire. To test whether there is an impact of the quizwhizzer application on causing a decrease in potential learning loss or an increase in student learning outcomes, data on potential learning loss and subject learning outcomes were tested with a paired samples t test. The results obtained from this study are (1) quizwhizzer application has an influence on the possibility of students experiencing a decrease in learning loss and (2) quizwhizzer application has an influence on improving student learning outcomes.

Based on the discussion and research results, it can be concluded that there is a significant reduction in potential learning loss and the quizwhizzer application improves student learning outcomes.The use of interactive learning media such as quizwhizzer increases student engagement and understanding of the material in lectures.This study indicates that the use of the quizwhizzer application can help students in reducing the potential for learning loss and improving the learning outcomes of students.

Penelitian lebih lanjut dapat dilakukan untuk mengeksplorasi efektivitas aplikasi Quizwhizzer dalam konteks pembelajaran daring atau blended learning, mengingat tren pembelajaran yang semakin fleksibel. Selain itu, studi komparatif dapat dilakukan dengan membandingkan aplikasi Quizwhizzer dengan aplikasi game-based learning lainnya untuk mengidentifikasi fitur-fitur yang paling efektif dalam meningkatkan hasil belajar dan mengurangi potensi learning loss. Terakhir, penelitian kualitatif dapat dilakukan untuk menggali lebih dalam pengalaman belajar siswa saat menggunakan aplikasi Quizwhizzer, termasuk persepsi mereka terhadap kemudahan penggunaan, tingkat keterlibatan, dan manfaat yang dirasakan, sehingga dapat memberikan masukan untuk pengembangan aplikasi yang lebih optimal dan sesuai dengan kebutuhan siswa.

  1. Penerapan Model ASSURE dengan Menggunakan Media Quizwhizzer dalam Pembelajaran Menganalisis Sistematika... doi.org/10.59031/jkppk.v1i2.126Penerapan Model ASSURE dengan Menggunakan Media Quizwhizzer dalam Pembelajaran Menganalisis Sistematika doi 10 59031 jkppk v1i2 126
  2. PENINGKATAN KETERAMPILAN GURU MEMANFAATKAN MEDIA IT DALAM PEMBELAJARAN MELALUI WORKSHOP TPOEG | Jurnal... jlmp.kemdikbud.go.id/index.php/jlmp/article/view/59PENINGKATAN KETERAMPILAN GURU MEMANFAATKAN MEDIA IT DALAM PEMBELAJARAN MELALUI WORKSHOP TPOEG Jurnal jlmp kemdikbud go index php jlmp article view 59
  3. Pengembangan Media Game Edukasi dalam Meningkatkan Hasil Belajar Matematika Kelas III Siswa Madrasah... doi.org/10.53621/jider.v3i2.225Pengembangan Media Game Edukasi dalam Meningkatkan Hasil Belajar Matematika Kelas III Siswa Madrasah doi 10 53621 jider v3i2 225
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