Kahoot and Quizizz Training for Science Teachers in the Online Learning Evaluation Process to Improve Teachers’ Mastery of Technology

https://doi.org/10.22146/jpkm.70237

Febblina Daryanes(1*), Irda Sayuti(2)

(1) Study Program of Biology Education, Faculty of Teacher Training and Education, Universitas Riau, Pekanbaru, Indonesia
(2) Study Program of Biology Education, Faculty of Teacher Training and Education, Universitas Riau, Pekanbaru, Indonesia
(*) Corresponding Author

Abstract


Teachers play a role in planning, implementing, and evaluating the learning process. During online learning, teachers must be able to design online learning that is effective, efficient, innovative, and interesting. Based on interviews with teachers who are members of the Science MGMP SMP in Pekanbaru, information was obtained that the majority of teachers still have difficulty evaluating online learning. According to students carrying out evaluations through WhatsApp groups makes them less motivated. This service activity aims to improve teachers’ mastery of technology in using the Kahoot and Quizizz applications as an evaluation system during online learning and fostering creative and innovative attitudes. The method in community service activities is through training and technical guidance which is carried out through face-to-face and online mentoring. Participants were given a pretest and posttest questions to see the achievement of material content and were given assignments. It is known that the average pretest score of the trainees is 61.58, and the posttest value of the participants is 91.58. Seen an increase in the value of participants with N-Gain of 0.77, which indicates an increase in the value of participants in the high category. The quality of the outputs of the tasks collected by the participants was also very good. It can be concluded that the service participants have been able to create interactive quizzes based on Kahoot and Quizizz and are able to apply them in the learning process.

Keywords


Kahoot; Learning evaluation; Online learning; Quizizz; Training

Full Text:

PDF


References

Arsyad, A. (2011). Media pembelajaran. PT Raja Grafindo Persada.

Aswir, A., Farihen, F., Gunadi, R. A. A., Wathoni, M., Zaitun, Z., Mujtaba, I., & Maulyadi, M. (2020). Pelatihan digital assessment berbasis Kahoot dan Quizizz untuk guru-guru Sekolah Dasar Lab School FIP UMJ. Prosiding Seminar Nasional Pengabdian Masyarakat LPPM UMJ, 1–9. https://jurnal.umj.ac.id/i ndex.php/semnaskat/article/view/9171

Barrio, C. M., Organero, M. M., & Soriano, J. S. (2015). Can gamification improve the benefits of student response systems in learning? An experimental study. IEEE Transactions on Emerging Topics in Computing, 4(3), 429–438. https://doi.org/10.1109/TETC.2 015.2497459

Daryanes, F., & Ririen, D. (2020). Efektivitas penggunaan aplikasi Kahoot sebagai alat evaluasi pada mahasiswa. Journal of Natural Science and Integration, 3(2), 172–186. https://doi.org/10.24014/jnsi.v3i2 .9283

Eddy, Usman, A., & Dafitri, H. (2021). Pelatihan penggunaan aplikasi Quizizz sebagai alternatif media evaluasi pembelajaran jarak jauh. TUNAS: Jurnal Ilmiah Pengabdian Kepada Masyarakat, 2(2), 55–61. https://doi.org/http://dx.doi.org/10.30645/.v1i1

Ekowati, S. H., Widyastuti, W. T., & Purbarini, A. (2020). Implementasi Kahoot dalam pembelajaran bahasa Prancis pada masa pandemi COVID-19 di SMK DKI Jakarta. Dinamisia: Jurnal Pengabdian Kepada Masyarakat, 4(4), 723–729. https://doi.org/10.31849/dinamisia.v4i4.4621

Fitrah, M., & Ruslan, R. (2020). Eksplorasi sistem pelaksanaan evaluasi pembelajaran di sekolah pada masa pandemi COVID-19 di Bima. Jurnal Basicedu, 5(1), 178–187. https://doi.org/10.31004/basicedu. v5i1.639

Guardia, J. J., Del Olmo, J. L., Roa, I., & Berlanga, V. (2019). Innovation in the teaching-learning process: The case of Kahoot!. On the Horizon, 27(1), 35–45. https: //doi.org/10.1108/OTH-11-2018-0035

Hadi, F., Syafi’i, A., & Isgandi, Y. (2020). Pelatihan penerapan pembelajaran daring interaktif bagi guru-guru SD Al Islam Morowudi, Gresik. To Maega: Jurnal Pengabdian Masyarakat, 3(2), 142. https://doi.or g/10.35914/tomaega.v3i2.420

Idrus, S. W. A. (2022). Analisis problematika evaluasi pembelajaran IPA pada masa pandemi: Kajian literatur. Jurnal Ilmiah Profesi Pendidikan, 7(3c), 1979–1983. https://doi.org/10.29303/jipp.v7i3c.880

Kristanti, E., Kharisma, G. I., & Sari, N. P. (2021). Pelatihan penyusunan soal berbasis mobile learning sebagai upaya menghadapi era pendidikan 4.0. Jurnal Widya Laksana, 1(1), 59–65.

Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(9), 1–23. https://doi.org/10.1186/s41039-018-0078-8

Meryansumayeka., Virgiawan, M. D., & Marlini, S. (2018). Pengembangan kuis interaktif berbasis e-learning dengan menggunakan aplikasi Wondershare Quiz Creator pada mata kuliah belajar dan pembelajaran matematika. Journal Pendidikan Matematika, 12(1), 29–42.

Nizaruddin, M., & Nugraha, A. E. P. (2020). Pelatihan pembuatan media untuk pembelajaran jarak jauh. Jurnal Abdimas Bina Bangsa, 1(1), 98–106. https://doi.or g/10.46306/jabb.v1i1.19

Nugroho, D. Y., Situmorang, K., Tahulending, P. S., A, M. M. Y., & Rumerung, C. L. (2019). Pemanfaatan teknologi dalam pendidikan: Penggunaan fitur gamifikasi daring di SMA-SMK Kristen PENABUR Bandar Lampung. Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat Dan Corporate Social Responsibility (PKMCSR), 2, 869–877. https://doi.org/10.37695/pkm csr.v2i0.394

Ririen, D., & Daryanes, F. (2022). Analisis literasi digital mahasiswa. Research and Development Journal of Education, 8(1), 210. https://doi.org/10.30998 /rdje.v8i1.11738

Sari, P. M., & Yarza, H. N. (2021). Pelatihan penggunaan aplikasi Quizizz dan Wordwall pada pembelajaran IPA bagi guru-guru SDIT Al-Kahfi. SELAPARANG Jurnal Pengabdian, 4, 195–199. http://journal.ummat.ac .id/index.php/jpmb/article/view/4112

Siegle, D. (2016). Learning can be fun and games. Gifted Child Today, 38(3), 192–197. https://doi.org/10.1 177/1076217515583744

Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation and classroom dynamics using Kahoot!. In Proceedings from the 10th European Conference on Games Based Learning, 738.



DOI: https://doi.org/10.22146/jpkm.70237

Article Metrics

Abstract views : 1202 | views : 1184

Refbacks

  • There are currently no refbacks.




Copyright (c) 2023 Jurnal Pengabdian kepada Masyarakat (Indonesian Journal of Community Engagement)

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

Jurnal Pengabdian kepada Masyarakat (Indonesian Journal of Community Engagement)

ISSN (print) 2460-9447ISSN (online) 2541-5883