
PERANAN TURNAMEN BERBASIS ICT DENGAN APLIKASI QUIZIZZ TERHADAP PEMBELAJARAN KIMIA
Abstract
Keywords
Full Text:
PDFReferences
Anjani, K., Fatchan, A., & Amirudin, A. (2016). Pengaruh Pembelajaran Berbasis Turnamen Dan Games Terhadap Motivasi Belajar Siswa. Jurnal Pendidikan - Teori, Penelitian, Dan Pengembangan, 1(9), 1787–1790. https://doi.org/10.17977/jp.v1i9.6812
Buchinger, Diego & Marcelo, da S. H. (2018). Guidelines for designing and using collaborative-competitive serious games. Computers & Education, 118, 133–149.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
Chen, Zhi-Hong & Chen, S. Y. (2014). When educational agents meet surrogate competition: Impacts of competitive educational agents on students’ motivation and performance. Computers & Education, 75, 274–281.
Copriady, J. (2014a). Penerapan SPBM yang Diintegrasikan dengan Program Exe Learning Terhadap Motivasi Hasil Belajar Mahasiswa Pada Mata Kuliah Kimia Dasar. Jurnal Pendidikan, 5(2), 95–105.
Copriady, J. (2014b). Self - Motivation as a mediator for teachers’ readiness in applying ICT in teaching and learning. Turkish Online Journal of Educational Technology, 13(4), 115–123. https://doi.org/10.1016/j.sbspro.2015.01.529
Ibrahim, M. S. (2001). Perkembangan professionalisme guru: satu tuntutan dan satu kemestian. Seminar Nasional Perguruan dan Kepimpinan Pendidikan ke-10. In Institut Aminuddin Baki. Genting Highlands.
Ju, Suo Yan & Zalika, A. (2018). Implementing Quizizz as Game Based Learning in the Arabic Classroom. European Journal of Social Science Education and Research, 5(1), 194–198.
Munir, M. (2010). Penggunaan Learning Management System (Lms) Di Perguruan Tinggi: Studi Kasus Di Universitas Pendidikan Indonesia. Jurnal Cakrawala Pendidikan, 1(1), 109–119. https://doi.org/10.21831/cp.v1i1.222
Rahayu, Intan Sinta Dewi, & Pupung, P. (2019). The Use of Quizizz in Improving Students’ Grammar Understanding through Self-Assessment. Eleventh Conference on Applied Linguistics (CONAPLIN 2018). Atlantis Press.
Setiawan, A., Wigati, S., & Sulistyaningsih, D. (2020). Implementasi Media Game Edukasi Quizizz Untuk Meningkatkan Hasil Belajar Matematika Materi Sistem Persamaan Linear Tiga Variabel Kelas X Ipa 7 Sma Negeri 15 Semarang Tahun Pelajaran 2019 / 2020. Seminar Nasional Edusainstek FMIPA UNIMUS 2019 ISBN, ISBN, 2020, 167–173.
Sunyono, Sunyono, I. Wayan Wirya, and G. S. (2009). Identifikasi masalah kesulitan dalam pembelajaran kimia SMA kelas X di propinsi Lampung. Jurnal Pendidikan MIPA, 10(2), 9–18.
Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, 8(1), 37-43.
DOI: http://dx.doi.org/10.33578/jpk-unri.v5i1.7778
Refbacks
- There are currently no refbacks.

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