Proceedings of the International Conference on Learning and Advanced Education (ICOLAE 2022)

Students’ Perceptions of Using Quizizz Educational Game in Indonesian Language Learning at SMK Muhammadiyah 2 Karanganyar

Authors
Adistya Yossi Hilda Agustine1, Gallant Karunia Assidik1, *
1Universitas Muhammadiyah Surakarta, Surakarta, Indonesia
*Corresponding author. Email: gka215@ums.ac.id
Corresponding Author
Gallant Karunia Assidik
Available Online 29 August 2023.
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.

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Volume Title
Proceedings of the International Conference on Learning and Advanced Education (ICOLAE 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
29 August 2023
ISBN
978-2-38476-086-2
ISSN
2352-5398
DOI
10.2991/978-2-38476-086-2_206How to use a DOI?
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  -