SUDUT PANDANG MAHASISWA PGSD TERHADAP GAMIFIKASI MENGGUNAKAN QUIZIZZ DALAM PEMBELAJARAN JARAK JAUH

Anang Fathoni, Mazda Leva Okta Safitri

Abstract


Penelitian ini bertujuan untuk 1) mengetahui sudut pandang mahasiswa mengenai pembelajaran yang memanfaatkan teknologi; 2) mengetahui platform kuis yang paling diminati mahasiswa; dan 3) mengetahui sudut pandang mahasiswa tentang penggunaan gamifikasi quizizz dalam pembelajaran jarak jauh. Penelitian ini menggunakan mixed methods dengan data yang terkumpul berupa data kuantitatif dan data kualitatif. Teknik pengumpulan data menggunakan angket tertutup untuk data kuantitatif dan angket terbuka untuk data kualitatif. Penelitian ini berlangsung pada tanggal 31 Maret – 28 April 2020 di Universitas PGRI Yogyakarta. Responden penelitian ini yaitu mahasiswa PGSD semester 2 yang berjumlah 84 mahasiswa (16 laki-laki dan 68 perempuan). Data kualitatif dianalisis menggunakan model analisis Bogdan dan Biklen, sementara data kuantitatif dianalisis menggunakan analisis deskriptif. Hasil penelitian menunjukkan bahwa integrasi pembelajaran dengan teknologi menjadi keharusan dalam pembelajaran jarak jauh, platform kuis yang paling diminati adalah quizizz, dan penggunaan gamifikasi quizizz menjadi alternatif kuis merupakan pilihan yang tepat karena memberikan nilai kepuasan bagi peserta didik. Oleh karena itu, quizizz dapat menjadi alternatif penilaian yang dapat dipertimbangkan dalam pembelajaran di kelas.


Keywords


gamifikasi; quizizz; pembelajaran jarak jauh; pandemi Covid-19; perguruan tinggi

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DOI: https://doi.org/10.36706/jisd.v9i2.18843

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