The Effectiveness of Quizizz Platform as a Media for the Evaluation of Akidah Akhlak Learning in Kudus Regency

Nailna Amanina, Ashif Az Zafi

Abstract


This study aims to determine the application of the Quizizz platform as a medium for evaluating Akidah Akhlak learning in Kudus Regency and to determine the effectiveness of the application of the Quizizz platform as an evaluation medium for Akidah Akhlak learning in Kudus Regency. This research uses quantitative descriptive analysis research. Then, this study gives results, namely in the evaluation of Akidah Akhlak learning in Kudus Regency during online learning using the Quizizz media platform and in this application it has a high effectiveness when implemented, with a percentage value of 56.17%. The implication of this research on learning is that the online evaluation process is more effective when using the Quizizz platform, especially in daily assessments. 

Keywords


Quizizz’s Platform, Learning Evaluation, Akidah Akhlak

Full Text:

PDF

References


Akbar, S. (2015). Instrumen Perangkat Pembelajaran. Universitas Pendidikan Indonesia.

Asria, L., Sari, D. R., Ngaini, S. A., Rahmawati, F., Studi, P., Matematika, P., & Magelang, U. T. (2021). Analisis Antusiasme Siswa dalam Evaluasi Belajar Menggunakan Platform Quizizz. 3(1), 1–17. https://doi.org/10.35316/alifmatika.2021.v3i1.1-17

Kurniawan, M. C. D. dan M. M. H. (2021). Pengaruh Penggunaan Quizizz sebagai Latihan Soal terhadap Hasil Belajar Siswa Kelas V SD. 03(01), 37–41.

Puspita, T. Y. (2020). Development of Quizizz-based Learning Media on Basic Computer and Network Subjects. Indonesian Journal of Educational Research and Review, 3(September), 106–112.

ROHMATIN, A. Q. N. (2020). Pengaruh Game Kuis Berbasis Android Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Fiqh Kelas Viii Di Mts Nurul Huda Sedati Sidoarjo.

Rosy, C. A. C. dan B. (2020). Keefektifan Penggunaan Media Pembeljaran Berbasis Game Edukasi Quizziz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X Smk Ketintang Surabaya. Jurnal Pendidikan Administrasi Perkantoran, 8(2).

Setiawan, A., Wigati, S., & Sulistyaningsih, D. (2020). 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. 167–173.

Syaifulloh, M. (2020). Pengembangan Alat Evaluasi Menggunakan Aplikasi Quizizz Pada Pembelajaran Ips Terpadu Kelas Vii Di Mts Negeri 7 Malang.

Sylvia, G. C. dan I. (2021). Pengaruh Penggunaan Webquiz Quizizz Terhadap Hasil Belajar Sosiologi Siswa Di Sman 16 Padang. Jurnal Sikola, 2(3), 174–183.

Tirka, W., & Kusumawati, N. M. (2017). Optimalisasi Model Pembelajaran Berbasis Masalah Dengan Berbantuan Lembar Kerja Siswa ( LKS ). International Journal of Elementary Education, 1, 86–95.




DOI: https://doi.org/10.18860/abj.v6i1.12473

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Abjadia

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

...............................................................................................................................................................

Mailing Address:

Ruang Jurnal Abjadia, Fakultas Ilmu Tarbiyah dan Keguruan (FITK)
Universitas Islam Negeri (UIN) Maulana Malik Ibrahim Malang
Jalan Gajayana 50 Malang 65144, Jawa Timur, Indonesia

Phone/Faximile: (+62341) 552398, Phonsel: +6281333666063
Website: http://ejournal.uin-malang.ac.id/index.php/abjadia
Email: abjadia@uin-malang.com

...............................................................................................................................................................

Abjadia: International Journal of Education. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

...............................................................................................................................................................

Indexed by: