Students’ Perceptions of Using Quizizz Educational Game in Indonesian Language Learning at SMK Muhammadiyah 2 Karanganyar
- DOI
- 10.2991/978-2-38476-086-2_206How to use a DOI?
- Keywords
- Educational Game Application; Quizizz; Students’ Perceptions; Indonesian Learning
- Abstract
This study aims to determine students’ perceptions of using Quizizz educational games in Indonesian learning. This quantitative research used a survey approach and a questionnaire to collect data. Twenty-five respondents were selected through purposive sampling, and questionnaires were administered via Google Forms. Data were analyzed using an independent-sample t-test to determine the usability level of Quizizz in Indonesian learning. The questionnaire consists of several questions that lead to students’ perceptions of Quizizz for learning Indonesian. The questionnaire presented to the respondents contained 20 questions related to internal and ten related to external factors. The study results show that students’ perceptions of using the Quizizz educational game app for Indonesian learning are good (48% have very good perceptions, and 44% have good perceptions). The correlation test obtained a result of 0.486 after calculating the correlation with students’ learning outcomes (Y variable). It shows a moderate correlation between the two variables. Although this research is still in its early stages and has a small sample, it indicates that further research is needed. Using a smartphone can help students learn by using Quizizz. Teachers can save students more quiz time, thereby giving students time to study and understand the material more deeply. Students also prefer to use this media because it has various interesting features that encourage them to participate in learning.
- Copyright
- © 2023 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Adistya Yossi Hilda Agustine AU - Gallant Karunia Assidik PY - 2023 DA - 2023/08/29 TI - Students’ Perceptions of Using Quizizz Educational Game in Indonesian Language Learning at SMK Muhammadiyah 2 Karanganyar BT - Proceedings of the International Conference on Learning and Advanced Education (ICOLAE 2022) PB - Atlantis Press SP - 2613 EP - 2627 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-086-2_206 DO - 10.2991/978-2-38476-086-2_206 ID - Agustine2023 ER -