Pembelajaran Matematika Melalui Media Game Quizizz Untuk Meningkatkan Hasil Belajar Matematika SMP 2 Bojonegara. Jurnal Pendidikan Administrasi Perkantoran (JPAP). Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya. Pembelajaran Bahasa Berbasis Pendidikan Karakter. Keywords: learning evaluation, media, quizizzĪbidin, Y. This causes the learning outcomes of students to increase. All students can achieve completeness in the evaluation of learning because students are increasingly motivated to be able to do quizzes, so that students' understanding of the material increases. In the second cycle of the first meeting, completeness reached 87.5%, and in the second cycle of the second meeting, completeness reached 100%. This result increased in the first cycle of the second meeting to 62.5%. In the first cycle of the first meeting, the number of students who completed was 37.5%. Students can improve their learning outcomes as indicated by the increase in quizizz results. There is an interaction when students work on learning evaluations, so that students feel motivated to do the evaluation and feel happy. The advantage of this application is that it can use images, sounds, and animations.
Quizizz is an online application that can be accessed via a computer, laptop or smartphone.
The results of this study indicate that quizizz is one of the learning media for learning evaluation activities. The subjects of this study were 32 students of class VI A SDN Guntur, Cirebon City. Every meeting, students work on learning evaluations through quizziz. Each cycle consists of planning, implementing, observing, and reflecting. This classroom action research was conducted in two cycles with two learning meetings in each cycle. This study aims to describe quizizz application as a learning evaluation application for 6 th grade SDN Guntur Cirebon City and improve learning evaluation results through quizizz as a fun learning application.