Journal article // Jurnal Masyarakat Mandiri






Peningkatan Kemampuan Penguasaan Teknologi melalui Penggunaan Aplikasi Kahoot dan Quizizz Bagi Guru pada Proses Evaluasi Pembelajaran Daring
April 16, 2022  //  DOI: 10.31764/jmm.v6i2.6871
Febblina Daryanes, Diah Anugrah Dipuja, Fitra Suzanti

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Peningkatan Kemampuan Penguasaan Teknologi melalui Penggunaan Aplikasi Kahoot dan Quizizz Bagi Guru pada Proses Evaluasi Pembelajaran Daring Image
Abstract

During learning in the network, the teacher must be able to design effective, efficient, and innovative online learning. Based on interviews with MGMP science teachers at junior high schools in Pekanbaru, information was obtained that the majority of teachers still had difficulty evaluating online learning. This service activity aims to improve teachers' mastery of technology in using the Kahoot and Quizizz applications as evaluations during online learning. The methods in service activities consist of: (1) Preparation, at this stage communication, observation and initial surveys are carried out on the problems that exist in the field, (2) Implementation, at this stage service activities are carried out at the place where problems arise based on the results of observations and initial communication in the form of training in making interactive quizzes using the Kahoot and Quizizz applications through face-to-face and online tutoring. (3) Evaluation, at this stage evaluation and reflection are carried out on the service activities carried out. Partners in this activity are science teachers at the Pekanbaru City Middle School, totaling 19 people. Participants were given pretest and posttest questions to see the achievement of material content and were given assignments. It is known that the average pretest value of the trainees is 61.58 and the posttest value of the participants is 91.58. Seen an increase in the value of participants. The quality of the output 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.

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