PENGINTEGRASIAN QUIZIZZ DI KELAS AKUNTANSI SERTA DAMPAKNYA TERHADAP ORIENTASI TARGET NILAI TUGAS DAN EFIKASI DIRI
Abstract
Salah satu alat yang popular digunakan guru untuk meningkatkan motivasi belajar siswa adalah Quizizz. Penelitian ini bertujuan untuk menganalisis dampak pengintegrasian Quiziz terhadap motivasi berdasarkan orientasi target, keberartian tugas dan efikasi diri. Penelitian ini di desain menggunakan metode kuantitatif melalui eksperimen melalui pengintegrasian Quizizz yang diklasifikasikan mulai tingkat rendah, sedang hingga tinggi. Penelitian dilakukan terhadap 42 mahasiswa semester 1 progam studi pendidikan ekonomi universitas PGRI Semarang yang mengikuti kelas akuntansi semester gasal 2019. Teknik analisis data menggunakan oneway ANOVA. Hasil uji ANOVA menunjukkan bahwa (1) terdapat perbedaan orientasi target dalam pengintegrasian quizizz pada tingkat rendah, sedang dan tinggi, (2) tidak terdapat perbedaaan nilai tugas dalam pengintegrasian quizizz pada tingkat rendah, sedang dan tinggi serta (3) terdapat perbedaaan efikasi diri dalam pengintegrasian quizizz pada tingkat rendah, sedang dan tinggi. Hasil analsisi ini menunjukkan bahwa pengintegrasian Quizizz mampu memberikan dampak terhadap motivasi siswa dalam mengikuti pembelajaran akuntansi..
Kata Kunci: quizizz, orientasi target, nilai tugas, efikasi diri
Full Text:
PDFReferences
Bandura, A. (1997). Self-efficacy: The exercise of control. New York, NY: W.H. Freeman and Company.
Basuki, Y., & Hidayati, Y. (2019). Kahoot! or Quizizz: the Students’ Perspectives. In Proceedings of the 3rd English Language and Literature International Conference (ELLiC) (2019)(Online: https://www. researchgate.net/publication/334358438_Kahoot_or_Quizizz_the_Students' _Perspectives).
Bures, E. M., Amundsen, C. C., & Abrami, P. C. (1998). Motivation to learn via computer conferencing: Exploring how task-specific motivation and CC expectations are related to student acceptance of learning via CC. Journal of Educational Computing Research, 27(3), 249−264.
Boyle, J. T., & Nicol, D. J. (2003). Using classroom communication systems to support interaction and discussion in large class settings. ALT-J, 11(3), 43-57.
Chaiyo, Y., & Nokham, R. (2017, March). The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system. In 2017 International Conference on Digital Arts, Media and Technology (ICDAMT) (pp. 178-182). IEEE.
Cho, M. H., & Heron, M. L. (2015). Self-regulated learning: the role of motivation, emotion, and use of learning strategies in students’ learning experiences in a self-paced online mathematics course. Distance Education, 36(1), 80-99.
Deal, A. (2007). A Teaching with Technology White Paper Classroom Response Systems. Teaching with Technology. http://www.cmu.edu/teaching/
Fies, C., & Marshall, J. (2006). Classroom response systems: A review of the literature. Journal of Science Education and Technology, 15(1), 101-109.
Greene, B. A., & Miller, R. B. (1996). Influences on achievement: Goals, perceived ability, and cognitive engagement. Contemporary Educational Psychology, 21(2), 181−192.
Göksün, D. O., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15-29.
Hiltbrand, T., & Burke, M. (2011). How gamification will change business intelligence. Business Intelligence Journal, 16(INL/JOU-11-21248).
Jukes, I., McCain, T., & Crockett, L. (2010). Understanding the digital generation: Teaching and learning in the new digital landscape. Corwin Press.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Lee, C. -Y. (2002). The impact of self-efficacy and task value on satisfaction and performance in a Web-based course. Dissertation Abstracts International, 63(05), 1798A.
Pintrich, P. R. (2004). A conceptual framework for assessing motivation and self-regulated learning in college students. Educational Psychology Review, 16, 385–407. doi:1040- 726X/04/1200-0385/0.
Pintrich, P. R., & Schunk, D. H. (2002). Motivation in education: Theory, research, and applications, (2nd ed.) Upper Saddle River, N.J.: Merrill Prentice Hall.
Wigfield, A. (1994). Expectancy-value theory of achievement motivation: A developmental perspective. Educational psychology review, 6(1), 49-78.
Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, 8(1), 37-43.
Zimmerman, B. J., & Schunk, D. (2011). Handbook of self-regulation of learning and performance. New York, NY: Routledge
DOI: https://doi.org/10.26877/ep.v5i1.5920
Refbacks
- There are currently no refbacks.
Copyright (c) 2020 EQUILIBRIA PENDIDIKAN : Jurnal Ilmiah Pendidikan Ekonomi
INDEXED BY :
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.