Penggunakan Media Quizizz dalam pembelajaran Terhadap Nilai Yang signitif.

 Catatan Kaki
[1] Yanawut Chaiyo and Ranchana Nokham, “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) (IEEE, 2017), 178–82, https://doi.org/10.1109/ICDAMT.2017.7904957.
[2] Yudi Basuki and Yeni Hidayati, “Kahoot! Or Quizizz: The Students’ Perspectives,” 2019, https://doi.org/10.4108/eai.27-4-2019.2285331.
[3] Fang Zhao, “Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom,” International Journal of Higher Education 8, no. 1 (2019): 37–43, https://doi.org/10.5430/ijhe.v8n1p37.
[4] Leony Sanga, Lamsari Purba, and Universitas Kristen Indonesia, “Peningkatan Konsentrasi Belajar Mahasiswa Melalui Pemanfaatan Evaluasi Pembelajaran Quizizz Pada Mata Kuliah Kimia Fisika I,” n.d., 29–39.
[5] Desy Safitri, Sujarwo, and ZE. Ferdi Fauzan Putra, “Pemberdayan Kelompok Guru Dalam Membuat Media Pembelajaran Quizizz,” 2019.
[6] A U Yana, L Antasari, and B R Kurniawan, “Analisis Pemahaman Konsep Gelombang Mekanik Melalui Aplikasi Online Quizizz A.” 7, no. 2017 (2019): 143–52, https://doi.org/10.24815/jpsi.v7i2.14284.
[7] Enden Ratnasari et al., “QUIZIZZ APPLICATION AS GAMIFICATION PLATFORM TO BRIDGE STUDENTS IN TEACHING,” no. 2003 (2019): 1333–37.
Oleh : Adheari sya’ban

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