Pendampingan Pembuatan Digital Assessment dengan Quizizz sebagai Media Evaluasi Guru TK/RA

Authors

  • Yana Cahyana Universitas Buana Perjuangan Karawang
  • NinaNina Puspitaloka Unversitas Singaperbangsa Karawang

DOI:

https://doi.org/10.59024/jpma.v4i3.2290

Keywords:

Digital Assessment, Learning Evaluation, Quizizz, Teacher Competence, Training

Abstract

The integration of technology into education, particularly in the area of learning assessment, has been recognized as an essential component in supporting effective, efficient, and interactive learning processes. Nevertheless, sufficient competencies in designing digital assessments had not yet been possessed by all teachers. Accordingly, this community service program was conducted to strengthen the competencies of teachers at TK/RA At-Taqwa in designing digital assessments through the use of the Quizizz application as an alternative learning evaluation tool. The program was implemented through three sequential stages, namely preparation, implementation, and evaluation. During the implementation stage, instructional materials were delivered, followed by hands-on practice sessions and intensive mentoring provided to all participants. The findings demonstrated that the participating teachers were able to understand the development process and independently create interactive quizzes using Quizizz. In addition, highly positive responses were reported by the participants, and no significant technical constraints were encountered throughout the implementation. Consequently, the program was shown to have contributed to enhancing teachers’ competencies in utilizing technology to conduct more interactive, innovative, and effective learning assessments.

References

Basuki, Y., & Hidayati, Y. N. (2019). Kahoot! or Quizizz: The students’ perspectives. Proceedings of the Third English Language and Literature International Conference (ELLiC), 202–211.

Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). Sage Publications.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040

Falloon, G. (2020). From digital literacy to digital competence: The teacher digital competency (TDC) framework. Educational Technology Research and Development, 68(5), 2449–2472. https://doi.org/10.1007/s11423-020-09767-4

Gumala, Y., Farhana, H., Yohamintin, Y., & Syaodih, E. (2023). Pelatihan pemanfaatan aplikasi Quizizz untuk meningkatkan penguasaan TPACK bagi guru sekolah dasar. Journal of Dedicators Community, 7(3), 295–304.

Hamran, H., Devila, R., Akib, I., Agung, E. A., & Hamriani, H. (2024). Pelatihan pengembangan media pembelajaran melalui aplikasi Quizizz dan Canva di SDS Semen Tonasa II Kabupaten Pangkep. Incidental: Journal of Community Service and Empowerment, 3(1), 108–122.

Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall.

Kustandi, C., & Darmawan, D. (2020). Pengembangan media pembelajaran: Konsep dan aplikasi pengembangan media pembelajaran bagi pendidik di sekolah dan masyarakat. Kencana.

Lim, T. M., Yunus, M. M., & Hashim, H. (2022). Quizizz in improving students’ motivation and engagement in learning: A systematic review. International Journal of Academic Research in Progressive Education and Development, 11(2), 1455–1472.

Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054.

Redecker, C., & Punie, Y. (2017). European framework for the digital competence of educators: DigCompEdu.

Rogers, E. M. (2003). Diffusion of innovations (5th ed.). Free Press.

Salsabila, U. H., Habiba, I. S., Amanah, I. L., Istiqomah, N. A., & Difany, S. (2020). Pemanfaatan aplikasi Quizizz sebagai media pembelajaran di tengah pandemi pada siswa SMA. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 4(2), 163–173.

UNESCO. (2018). UNESCO ICT Competency Framework for Teachers (Version 3). https://unesdoc.unesco.org/ark:/48223/pf0000265721

Zhao, F. (2019). Using Quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37–43.

Downloads

Published

2026-07-28