Abstract:Gamification is the comprehensive use of game features with the aim of improving student’s performance and motivation in learning. The purpose of this present research is to conduct a systematic review of previous relevant research using the Quizizz and Kahoot! in learning English during 2021. The research method employed a Literature Study through a search on the Google Scholar page. Synthesis of literature data was analyzed from various components of students’ needs in learning English using Quizziz and Kaho… Show more
“…This approach also aims to make VAE more practical, creative, and result-oriented. Past studies have shown, the gamification approach has received positive acceptance in various educational fields such as Arabic Language Lutfiyatun (2021), Islamic Education Hambali & Lubis (2022), Chemistry Lutfi et al (2021), Physics Badratusyahryah et al (2022), English Language Sari & Nurani (2021), and Malay Language (Hushaini et al, 2022). However, its use in VAE is still limited and has yet to receive the deserved attention within the education community.…”
“…This approach also aims to make VAE more practical, creative, and result-oriented. Past studies have shown, the gamification approach has received positive acceptance in various educational fields such as Arabic Language Lutfiyatun (2021), Islamic Education Hambali & Lubis (2022), Chemistry Lutfi et al (2021), Physics Badratusyahryah et al (2022), English Language Sari & Nurani (2021), and Malay Language (Hushaini et al, 2022). However, its use in VAE is still limited and has yet to receive the deserved attention within the education community.…”
“…Kedua aplikasi tersebut memiliki kelebihan yaitu mampu meningkatkan motivasi dan peformansi siswa. (Sari & Nurani, 2021) Quizizz merupakan aplikasi pendidikan berbasis game yang dilengkapi dengan berbagai fitur menarik seperti tema, avatar, musik, dll. Pendidik dapat memasukkan berberapa soal yang akan digunakan baik untuk quiz, pretest, posttest maupun untuk ujian lainnya.…”
Di era digital, penggunaan smarthphone saat ini sudah meluas hingga semua lapisan masyarakat. Berbagai aplikasi yang ada di smarthphone biasa digunakan dalam kegiatan pembelajaran, salah satu aplikasi yang sering digunakan adalah quizizz. Quizizz merupakan aplikasi berbasis game yang biasa digunakan untuk pretest maupun posttest. Dalam mata kuliah Kimia Terapan, evaluasi pembelajaran selama ini dilakukan secara tertulis. Melihat mahasiswa yang sangat tertarik bermain game dan sangat lekat dengan smarthphone, maka peneliti berinisiatif untuk melakukan penelitian ini. Penelitian ini dilakukan untuk mengetahui bagaimana penggunaan aplikasi quizizz dalam evaluasi pembelajaran untuk mata kuliah Kimia Terapan. Penelitian ini dilakukan di Politeknik Raflesia pada akhir semester ganjil tahun ajaran 2022/2023 terhadap 26 mahasiswa teknik mesin Politeknik Raflesia yang mengambil mata kuliah Kimia Terapan. Berdasarkan hasil penelitian yang dilakukan diketahui bahwa mahasiswa merasa evaluasi pembelajaran dengan menggunakan aplikasi quizizz lebih mudah, lebih menarik dan hasil penilaian dirasa lebih objektif.
“…Gamification is the application of game design to a learning context (Firdaus & Faisal, 2021;Marisa et al, 2022;Mukarromah & Agustina, 2021). The application of gamification has gained many benefits, including (1) more than 90% of participants are interested in participating in mathematics learning using the gamification model (Kristanto, 2020;Ristiana & Dahlan, 2021), (2) there is a positive impact on students in learning the Arabic language (Jasni et al, 2019;Mulia et al, 2023), (3) effectively increasing digital literacy and student engagement in English learning (Pambudi et al, 2019;Sari & Nurani, 2021), ( 4) increase concentration and focus on children in civic education (Januar, 2023;Pradnyana et al, 2020), and (5) there is a positive influence on student activities in science learning in elementary schools (Sudana et al, 2021;Twiningsih Negeri Laweyan No & Surakarta, 2023). However, its application in physics learning is still rare.…”
This research aims to analyze research trends related to the topic of Gamification from 2019 to 2023* through bibliometric analysis using the Scopus database. Based on the criteria, 56 articles were obtained from 326 documents. These articles have been translated from international journals indexed by Scopus. The selection references were then managed using reference management software, namely Mendeley. After working on the database, this research classifies and visualizes it using VOSviewer software. The results indicate that Gamification research is gradually increasing every year. The United States, China and Japan contribute the most research globally. Visualizing gamification research trends for 2019-2023* reveal six clusters. The results of this research can support researchers regarding Gamification research trends worldwide and provide direction for further research. Overall, these reflections provide an excellent reference point for further research on Gamification.
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