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Muhamad Sarfito Patto; Iskar Zulkarnain Amin; Abdul Wahid

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2025 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

The educational transformation driven by Industry 4.0 and Society 5.0 requires teachers’ digital pedagogical competence. Preliminary observations at SMP Negeri 2 Galesong Selatan, Takalar Regency, South Sulawesi, Indonesia, revealed a skills gap: conventional practices dominate while digital platforms remain underutilized. This community engagement program sought to bridge the gap through intensive training on Canva for visual learning media and Quizizz for gamified assessment. Conducted in August 2025 with 10 teachers across subjects, the program employed a participatory, four-stage procedure: preparation; socialization and pretest; training and coaching; and evaluation and posttest. Data were collected via observation, questionnaires, and knowledge tests, and analyzed descriptively and comparatively. Results indicate a marked improvement in teachers’ digital competence: the average score increased from 45 (pretest) to 85 (posttest), an 88.9% gain. By indicator, improvements reached 112.5% for understanding Canva features, 95.5% for digital learning media creation, and 64% for using Quizizz. Qualitatively, teachers produced engaging posters/infographics and slide presentations and designed interactive quizzes with instant feedback, fostering more varied and participatory classroom dynamics. The training effectively enhanced teachers’ digital literacy and confidence and supported a role shift from content deliverers to creative facilitators within student-centered learning. Replication and sustained coaching are recommended to consolidate a school-wide digital learning ecosystem.  

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Nur Khasanah, Rahma; Kusumadani, Annur Indra; Mulyono, Yatin

JOURNAL OF BIOLOGY LEARNING 2025 Universitas Veteran Bangun Nusantara Sukoharjo

This study aims to analyze the application of SSPBLS (Socio-Scientific Problem based Learning with Spiritual Value) on digestive system materials at SMA Muhammadiyah 1 Sragen for the academic year 2024/2025 and to find out whether this model can improve student learning outcomes. The type of research used is quantitative with experimental design. Data collection was carried out through learning outcome tests, observations, and interviews. Based on the results of the t-test, a significance value (sig.) of 0.22 was obtained, which was more than 0.05, which showed that there was no significant difference between the experimental group using the SSPBLS model and the control group using conventional learning methods. The results of this study show that the application of the SSPBLS model to the digestive system material in terms of final average scores can improve student learning outcomes. These results show that SSPBLS has the potential to improve student understanding through a problem-based approach that connects scientific phenomena with social issues, and its application in the field has met expectations. This research contributes to enriching contextual learning approaches through the application of the SSPBLS model which is proven to improve student learning outcomes by integrating social issues, critical thinking skills, and character values and provides alternative effective learning strategies to improve learning outcomes, with an emphasis on students' active involvement in solving problems based on social issues.

Yayan Sudrajat; R.A. Annita Meilina Ahmadi; Ikeu Liana Dewi; Ina Herlina; Rifka Kamalia Wardani +1 more

Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This community service program focuses on training teachers at SMKN 1 Malingping in developing formative assessment instruments using the Quizizz and Wordwall platforms. The main objective is to enhance teachers’ competencies in integrating technology into classroom assessment practices, thereby improving the quality of teaching and learning. Formative assessment plays a crucial role in the learning process as it allows teachers to continuously monitor student progress, identify learning gaps, and provide timely feedback that supports both remediation and enrichment. By mastering digital tools such as Quizizz and Wordwall, teachers can design engaging, interactive, and effective assessment activities that align with curriculum objectives while also increasing student motivation and participation. The training was conducted through a workshop model, combining theoretical sessions on formative assessment principles with hands-on practice in creating and implementing online quizzes, interactive games, and customized learning activities. Teachers were guided step-by-step in account creation, content development, and analyzing assessment results for instructional decision-making. Feedback sessions were also integrated to address challenges and share best practices. The results of the training indicated a significant improvement in teachers’ skills and confidence in utilizing Quizizz and Wordwall for formative assessment. Participants demonstrated the ability to design varied assessment formats, adapt content to students’ needs, and effectively interpret assessment data to inform teaching strategies. Moreover, teachers reported increased student engagement when these platforms were implemented in classroom settings. This program highlights the importance of equipping educators with digital literacy skills that are relevant to 21st-century learning demands. The integration of Quizizz and Wordwall not only streamlines the assessment process but also fosters a more dynamic and student-centered learning environment. The experience from SMKN 1 Malingping suggests that similar training initiatives can be replicated in other schools to promote effective, technology-based formative assessment practices.

Nita Widyakusuma; Dien Nurmarina Malik

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This article discusses the implementation and innovation of an interactive digital comic titled “Si Panca dan Kekuatan Norma,” designed as a character education tool that integrates Islamic and Muhammadiyah values (AIK) for elementary school students. The research uses a descriptive-qualitative approach involving 25 fifth-grade students from SDN Padurenan II. The digital comic, developed through Canva and supported by reflective quizzes via Quizizz, presents moral dilemmas faced by a student named Panca in daily life situations. The content emphasizes values such as honesty, discipline, responsibility, and social care. The media was implemented over four learning sessions and evaluated through observation, teacher interviews, student questionnaires, and quiz results. Initial findings show that the comic successfully improved student participation, moral awareness, interpersonal interaction, and understanding of AIK values. The media also fostered a joyful, contextual, and interactive learning environment. This study highlights the potential of digital storytelling to support Islamic character development and recommends its broader application in Islamic-based education.

Afdal Dinilhaq; Suryani Dasmilena; Pratama Benny Herlandy

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the importance of utilizing technology-based learning media to enhance the effectiveness of the learning process, particularly in Physics subjects that are often perceived as difficult by students. The purpose of this study is to describe the use of Quizizz as a learning media in Physics lessons on Kinetic Energy and Potential Energy material in class X.7 of SMA Negeri 1 Pekanbaru. This study employed a descriptive qualitative method with data collection techniques through observations and documentation of students' learning outcomes. The results showed that the use of Quizizz successfully created an enjoyable learning atmosphere, increased students' motivation, and encouraged active participation. The evaluation scores through Quizizz indicated an improvement in students’ understanding of the material, with the highest score reaching 5000 points. The implication of this research suggests that implementing game-based learning media such as Quizizz can serve as an innovative alternative to improve student learning outcomes and reduce boredom in Physics learning.

Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly impacted education, including more interactive learning methods. Kahoot and Quizizz are two platforms that utilize gamification to enhance student engagement in learning. This study aims to analyze and compare these interactive media in terms of ease of use, student engagement, and effectiveness in providing feedback. Using a qualitative method and a case study approach, data was collected through interviews and observations of teachers and students utilizing both platforms. The study's findings indicate that Kahoot is more effective in boosting student motivation through a competitive system, whereas Quizizz excels in independent learning flexibility and providing more detailed result reports. Therefore, the utilization of these platforms should be adjusted according to the learning objectives to be achieved..

Fithriawan Nugroho; Aditya Ahmad Fauzi; Faishal Farras; Muhammad Iqbal Hanafi; Siti Kamilah +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The use of technology in education has become an essential need in modern learning. This study aims to analyze the utilization of Kahoot and Quizizz as interactive learning tools to enhance student learning quality at SMAN 1 Parittiga. The research employs a qualitative approach with observation and interview techniques to explore student and teacher experiences in using these platforms. The findings indicate that Kahoot and Quizizz significantly improve students' motivation, engagement, and comprehension of learning materials. Kahoot is more effective in creating a competitive learning atmosphere, while Quizizz provides flexibility for students to learn at their own pace. However, some challenges arise, such as reliance on a stable internet connection and the need for teacher training to optimize platform features. Therefore, it is recommended that schools improve digital infrastructure and provide training for teachers to support the optimal implementation of technology-based learning.

Putri Silvia; Kumala Azahra Majidiah; Wafiq Nabila; Jadiaman Parhusip

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to analyze the effect of implementing learning media through the Quizizz application on student learning outcomes in grade V. This study uses an experimental design by comparing two groups, namely the experimental class using Quizizz and the control class using conventional learning methods. The research instrument is a learning outcome test consisting of pretest and posttest questions. The results of the study indicate that the application of Quizizz can significantly improve student learning outcomes. Statistical tests conducted on pretest and posttest data show significant differences between the experimental class and the control class. The results of the validity and reliability of the instrument also show that the test used has good quality. Based on these findings, it can be concluded that the use of Quizizz as a learning medium can improve student learning outcomes and can be applied in the learning process to improve teaching effectiveness.  

Asrita Fahruni Misbakh; Suhartono Suhartono; Isnaini Abdullah

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to increase motivation to learn mathematics by using  the Culturally Responsive Teaching (CRT) approach assisted  by Quizizz Paper Mode on class X exponential material at SMAN 21 Surabaya. Learning motivation is one of the important factors in achieving students' academic success. The low motivation of students to learn in mathematics subjects is the background of this research. This type of research is Classroom Action Research (PTK) which is carried out during 2 learning cycles. The data collection techniques used are observation and questionnaires. The results of the study show that the application of  the Culturally Responsive Teaching (CRT) approach assisted by Quizizz Paper Mode can increase students' motivation to learn mathematics. The increase can be seen from the increase in the percentage of students' learning motivation in the first cycle of 80.9% with a high category and the percentage of students' learning motivation in the second cycle of 90.93% with a very high category. The result of the increase in learning motivation from cycle I to cycle II was 10.03%.

Dila Rizki Amanda

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The focus of this research is to investigate the influence of visual learning media on students' Indonesian language learning outcomes. The aim is to reveal the use of YouTube as an Indonesian language learning tool, explore students' perceptions of using Kahoot (a game-based learning application), describe the impact of using Quizizz on student motivation and learning outcomes, and analyze the e-learning learning process via the Edmodo platform in subjects Indonesian. It is also believed that the use of this media can increase students' interest in reading and stimulate the development of their ideas. With stimulated ideas, students' thinking abilities, especially higher level thinking, can be improved directly. In this rapidly developing era, the role of teachers is increasingly vital in the world of education. They are expected to actively develop insight and skills, including in the use of learning media. Visual media is an effective tool in learning, helping students understand the material better. Therefore, it is important for teachers to continue to innovate in creating learning media that suits the needs of the subjects being taught, in order to increase learning effectiveness and student engagement.

Heru Christianto; Dewi Lestarani; Arvinda C. Lalang

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2023 Fakultas Teknik Universitas Maritim AMNI Semarang

Kegiatan pengabdian kepada masyarakat ini dilaksanakan secara daring bagi guru-guru Kimia se-NTT pada tahun 2022. Dasar pelaksanaannya adalah kebutuhan guru-guru Kimia akan suatu panduan dalam pembelajaran dengan memanfaatkan teknologi yang inovatif guna meningkatkan minat belajar siswa seiring dengan perkembangan era digital. Kegiatan ini bertujuan untuk meningkatkan kemampuan guru dalam memanfaatkan teknologi guna mendesain pembelajaran yang menarik dan inovatif. Di era digital saat ini, guru-guru tidak hanya dituntut untuk meningkatkan kemampuan mengajar berdasarkan pengetahuan materi yang dimiliki, namun juga dituntut untuk dapat menerapkan pembelajaran yang interaktif dan inovatif guna mendorong dan memotivasi siswa dalam belajar dan berpikir kritis. Media pembelajaran yang digunakan dalam kegiatan ini yaitu pembuatan instrumen soal menggunakan quizizz dan wordwall. Biasanya guru-guru di sekolah memberikan soal ujian kepada siswa dalam bentuk manual, sehingga siswa merasa bosan untuk menjawab pertanyaan dalam soal tersebut. Pembuatan soal menggunakan quizizz dan wordwall akan memotivasi siswa dalam mengerjakan soal karena disajikan lebih menarik dan interaktif. Layar akan menampilkan skor siswa secara realtime, sehingga siswa dapat melihat urutan skor mereka dengan antusias. Media ini juga cukup mudah untuk dikembangkan bagi guru sehingga memudahkan guru untuk menerapkannya dalam pembelajaran. Guru juga akan lebih mudah dan cepat dalam menyusun nilai ujian siswa.

Nadhatul Nurul Hasanah; Ach. Ryan Ma’sum Saputra; Estuning Dewi Hapsari

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2023 Fakultas Teknik Universitas Maritim AMNI Semarang

Penggunaan teknologi dalam peningkatan literasi dan numerasi masih kurang diterapkan secara optimal. Di Sekolah Dasar Negeri Garon, penerapan literasi dan numerasi belum dikolaborasikan dengan teknologi. Adanya aplikasi penunjang literasi dan numerasi belum banyak diperkenalkan tenaga pendidik kepada peserta didik untuk memberikan pengalaman belajar yang lebih baik. Tujuan pengabdian ini adalah untuk memberikan pendampingan belajar guna meningkatkan literasi dan numerasi di SDN Garon dengan mengenalkan aplikasi penunjang literasi seperti Let’s Read dan Quizizz serta aplikasi penunjang numerasi yaitu Geogebra. Pengenalan aplikasi tersebut sekaligus agar dapat membiasakan peserta didik menggunakan smartphone untuk belajar. Hasil dari pendampingan menunjukkan bahwa peserta didik lebih bersemangat dan tertarik untuk belajar mata pelajaran Bahasa Inggris dan Matematika. Peserta didik juga berperan aktif dalam pembelajaran yaitu menggunakan aplikasi penunjang secara langsung sehingga meningkatkan pengetahuan mereka.