PELATIHAN PEMANFAATAN KUIS INTERAKTIF ONLINE BAGI GURU SMP MATA PELAJARAN MATEMATIKA

Novan Alkaf Bahraini Saputra, Mitra Pramita, Nuruddin Wiranda, Jamaludin Jamaludin, Esty Hairina

Abstract


Abstrak: Perkembangan teknologi saat ini dinilai sangat cepat dimana revolusi industri sudah berada pada fase 5.0. Sehingga mengharuskan guru untuk terus meningkatkan kecakapan penggunaan teknologi digital agar tidak tertinggal. Diperlukan pelatihan dan pendampingan berkaitan peningkatan kemampuan guru dalam menguasai media berbasis teknologi. Tujuan kegiatan pengabdian kepada masyarakat ini yaitu melatih para guru yang tergabung dengan instansi mitra untuk dapat membuat kuis interaktif online menggunakan Quizizz. Quizizz dipilih karena memiliki kelebihan seperti kemudahan akses, kemudahaan penggunaan serta dapat meningkatkan minat dan partisipasi siswa dalam pembelajaran. Metode pengabdian masyarakat yang dilakukan yaitu berupa survey, pelatihan, dan evaluasi. Mitra dari kegiatan ini yaitu MGMP Matematika SMP Kabupaten Tabalong, Provinsi Kalimantan Selatan. Program kegiatan disusun berdasarkan kebutuhan peserta. Peserta terdiri dari 34 orang yang berasal dari 9 kecamatan berbeda. Hasil evaluasi menggunakan angket dari kegiatan ini yaitu 97% peserta dapat membuat media evaluasi digital menggunakan Quizizz berdasarkan mata pelajaran yang diampu. Selain itu terjadi peningkatan kecakapan penggunaan Quizizz sebesar 91.8%. Diharapkan hasil dari kegiatan ini dapat dimenjadi pemantik para peserta untuk terus meningkatkan penguasaan teknologi yang diintegrasikan dalam pelajaran.

Abstract: Technology development today is considered very fast, and the industrial revolution is already in phase 5.0. So it requires teachers to continue improving their digital technology skills so as not to be left behind. Training and mentoring are needed to improve teachers' ability to master technology-based media. The purpose of this community service activity is to train teachers who are members of partner agencies to be able to create online interactive quizzes using Quizizz. Quizizz was chosen because it has advantages such as ease of access and ease of use and can increase student interest and participation in learning. The community service methods carried out include surveys, training, and evaluation. The partner of this activity is the Junior High School Mathematics MGMP Tabalong Regency, South Kalimantan Province. The activity program is prepared based on the needs of participants. Participants consisted of 34 people from 9 different sub-districts. The evaluation results using a questionnaire form show that 97% of participants can create digital evaluation media using Quizizz based on the subjects they teach. In addition, there was an increase in Quizizz proficiency by 91.8%. It is hoped that the results of this activity can trigger participants to continue to improve their mastery of technology integrated into lessons.


Keywords


Online Quiz; Interactive media; Digital Evaluation; Quizizz.

Full Text:

DOWNLOAD [PDF]

References


Ahmad, N., Ilato, R., & Payu, B. R. (2020). Pengaruh Pemanfaatan Teknologi Informasi Terhadap Minat Belajar Siswa. Jambura Economic Education Journal, 2(2), 70–79. https://doi.org/10.37479/jeej.v2i2.5464

Asfar, A. M. I. T., & Asfar, A. M. I. A. (2020). Case-based games learning strategies to improve conceptual understanding in mathematics. Journal of Physics: Conference Series, 1663(1), 0–10. https://doi.org/10.1088/1742-6596/1663/1/012060

Aspi, M., & Syahrani. (2022). Profesional Guru Dalam Menghadapi Tantangan Perkembangan Teknologi Pendidikan. Adiba: Journal of Education, 2(1), 64–73. https://adisampublisher.org/index.php/adiba/article/view/57/51

Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system. 2nd Joint International Conference on Digital Arts, Media and Technology 2017: Digital Economy for Sustainable Growth, ICDAMT 2017, 178–182. https://doi.org/10.1109/ICDAMT.2017.7904957

Cholily, Y. M., Putri, W. T., & Kusgiarohmah, P. A. (2019). Pembelajaran di Era Revolusi Industri 4.0. Seminar Nasional Penelitian Pendidikan Matematika (SNP2M) 2019 UMT. http://jurnal.umt.ac.id/index.php/cpu/article/view/1674/1068

Hermawan, I., Supiana, S., & Zakiah, Q. Y. (2020). Kebijakan Pengembangan Guru di Era Society 5.0. JIEMAN: Journal of Islamic Educational Management, 2(2), 117–136. https://doi.org/10.35719/jieman.v2i2.33

Hidayat, W. N., Suswanto, H., Kristanto, C. W., Wardhani, A. P., Hamdan, A., & Sari, R. K. (2020). The Effectiveness of Interactive Digital Evaluation Training for Improving Teacher Skills in the Covid-19 Pandemic Period. 2020 4th International Conference on Vocational Education and Training (ICOVET), 310–314. https://doi.org/10.1109/ICOVET50258.2020.9230070

Kharisma, N. N., Roesminingsih, M. V., & Suhanadji, S. (2020). Gambaran kebutuhan pembelajaran daring pkbm budi utama surabaya pada masa pandemi covid-19. Jurnal Pendidikan Nonformal, 15(1), 38–44.

Lim, T. M., & Yunus, M. M. (2021). Teachers’ perception towards the use of Quizizz in the teaching and learning of English: A systematic review. Sustainability (Switzerland), 13(11). https://doi.org/10.3390/su13116436

Mufida, S. N., Hegarna, R., Safitri, I., Merliana, L., Rizky, A. R., & Iryanti, M. (2022). Peningkatan keahlian guru membuat media pembelajaran fisika interaktif berorientasi keterampilan problem-solving melalui quizizz-web. Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS), 5(3), 459–473. https://doi.org/10.33474/jipemas.v5i3.15219

Mukaromah, E. (2020). Pemanfaatan Teknologi Informasi dan Komunikasi dalam Meningkatkan Gairah Belajar Siswa. Indonesian Journal of Education Management & Administration Review, 4(1), 179–182. https://jurnal.unigal.ac.id/index.php/ijemar/article/view/4381

Putriani, J. D., & Hudaidah, H. (2021). Penerapan Pendidikan Indonesia Di Era Revolusi Industri 4.0. EDUKATIF : JURNAL ILMU PENDIDIKAN, 3(3), 830–838. https://doi.org/10.31004/edukatif.v3i3.407

Raju, R., Bhat, S., Bhat, S., D’Souza, R., & Singh, A. B. (2021). Effective usage of gamification techniques to boost student engagement. Journal of Engineering Education Transformations, 34(Special Issue), 713–717. https://doi.org/10.16920/jeet/2021/v34i0/157171

Suliani, M., Juniati, D., & Ulfah, F. (2021). Learning Mathematics in Madrasah Aliyah Muhammadiyah 2 Banjarmasin during the covid-19 pandemic era. Journal of Physics: Conference Series, 1747(1). https://doi.org/10.1088/1742-6596/1747/1/012018

Syahroni, M. (2020). Pelatihan Implementasi Media Pembelajaran Interaktif Guna Peningkatan Mutu Pembelajaran Jarak Jauh. International Journal of Community Service Learning, 4(3), 170–178. https://doi.org/10.23887/ijcsl.v4i3.28847

Syamsuar, & Reflianto. (2018). Pendidikan dan Tantangan Pembelajaran Berbasis Teknologi Informasi di Era Revolusi Industri 4.0. E-Tech : Jurnal Ilmiah Teknologi Pendidikan, 6(2). http://ejournal.unp.ac.id/index.php/e-tech/article/view/101343




DOI: https://doi.org/10.31764/jmm.v7i3.14298

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Novan Alkaf Bahraini Saputra, Mitra Pramita, Nuruddin Wiranda, Jamaludin, Esty Hairina

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

________________________________________________________________

JMM (Jurnal Masyarakat Mandiri) p-ISSN 2598-8158 & e-ISSN 2614-5758
Email: [email protected]

________________________________________________________________

JMM (Jurnal Masyarakat Mandiri) already indexing:

      

         

 

________________________________________________________________ 

JMM (Jurnal Masyarakat Mandiri) OFFICE: