Implementasi Quizziz dan Youtube Dalam Meningkatkan Prestasi Akademik Akuntansi Keuangan dalam kegiatan PKL Siswa Kelas XI SMK Negeri 1 Jombang

Authors

  • Hafis - Muaddab SMK Negeri 1 Jombang

Keywords:

Aplikasi Quizizz; Pengajaran Daring; Akuntansi Keuangan

Abstract

The current problem at SMK Negeri 1 Jombang is that the learning outcomes for financial accounting practicum subjects during field Industrial practice (PKL) is not optimal. Therefore, this research investigates how to use Quizizz to improve learning outcomes and motivation of vocational school students during PKL. The results of the research obtained important data regarding the increase in student learning outcomes in field work programs in financial accounting subjects along with the use of a combination of direct learning with the Quizizz and YouTube applications. To facilitate communication, Whatsapp Group and Google Classroom media are used so that distance learning during the field work program for financial accounting subjects is easy for students to manage and understand. Quantitative research was conducted using descriptive data analysis based on Pre-Experimental Designs with One-Group Pretest-Posttest. The sample used in this research was 27 students from class XI AK 1, using a purposive sampling technique. Research data processing was carried out using the Wilcoxon hypothesis test and the N-Gain normality test. An important research finding found that the use of Quizizz media was quite effective in learning accounting material. The Wilcoxon test data concluded that the Ho result was declared correct and Ha was rejected, with a 2-tailed asymptotic significance value of 0.001 < 0.05 or autocorrelation occurred. The N-gain normality test found that the results of the N-gain normality test analysis data were at 58.4921%, thus it was concluded that it was quite effective.

Downloads

Download data is not yet available.

References

Azizah, S. N. ., Mashuri, K. ., & Novianti, Y. . (2023). Pengaruh Aplikasi Quizizz terhadap Minat Belajar Siswa pada Mata Pelajaran IPS Kelas VII2 SMP Swasta PAB 7 Tandam Hilir. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 6(9), 6470-6475. https://doi.org/10.54371/jiip.v6i9.2767

Beatson, N., Gabriel, C.-A., Howell, A., Scott, S., van der Meer, J., and Wood, L. C. 2020. "Just Opt In: How Choosing to Engage with Technology Impacts Business Students’ Academic Performance," Journal of Accounting Education (50).

Chaiyo, Yanawut and Ranchana Nokham. “The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system.” 2017 International Conference on Digital Arts, Media and Technology (ICDAMT) (2017): 178-182.

Delviana, K. (2021). Pengaruh Penggunaan Quizizz Terhadap Motivasi Belajar Siswa Kelas V Sekolah Dasar Muhammadiyah 13 Medan Di Masa Pandemi. http://repository.umsu.ac.id/handle/123456789/16391

Fitriani, Y., & Aziz, I. A. (2019). Literasi Era Revolusi Industri 4.0. In Prosiding Seminar Nasional Bahasa dan Sastra Indonesia (SENASBASA) (Vol. 3, No. 1)

Hidayati, I. D., & Aslam, A. (2021). Efektivitas Media Pembelajaran Aplikasi Quizizz Secara Daring Terhadap Perkembangan Kognitif Siswa. Jurnal Pedagogi Dan Pembelajaran, 4(2), 251–257. https://doi.org/10.23887/jp2.v4i2.37038

Latifah, A., & Prastowo, A. (2020). Analisis Pembelajaran Daring Model Website Dan M-Learning Melalui Youtube Pada Mata Pelajaran Pai Kelas 2 Sd/Mi. Limas Pendidikan Guru Madrasah Ibtidaiyah, 1(01), 69–78. https://doi.org/10.19109/limas_pgmi.v1i01.7304

MacNamara, D., & Murphy, L. A. (2017). Online VersusOffline Perspectives on Gamified Learning.GamiFIN Conference, 47–52

Mukharomah, N. (2021). Penggunaan Aplikasi Quizizz Sebagai Media Penilaian Berbasis Daring di MI Al Muqorrobiyah. Waniambey, 2(1), 12–20. h ttps://doi.org/10.53837/waniambey.v2i1.52

Nastiti, Annisa Mulia. (2018). Reorientasi Kurikulum Berdasarkan Kebutuhan Era Revolusi 4.0 https://spiritnews.co.id/2018/11/01/reorientasi-kurikulum-berdasarkan-kebutuhan-era-revolusi-4-0/ diakses tanggal 18 Mei 2024

Pechenkina, E., Laurence, D., Oates, G., Eldridge, D., and Hunter, D. 2017. "Using a Gamified Mobile App to Increase Student Engagement, Retention and Academic Achievement," International Journal of Educational Technology in Higher Education (14:1).

Ramadhani, R., Alexander, W., Oris, K. S. M. S., Jamaludin., Dyah. G., Edi. I., … & Mahdya. A. (2020). Platform Asesmen untuk Pembelajaran Daring: Teori & Praktik. Yogyakarta: Yayasan Kita Menulis.

Razali, N., Nasir, N. A., Ismail, M. E., Sari, N. M., & Salleh, K. M. (2020). Gamification Elements in Quizizz Applications: Evaluating the Impact on Intrinsic and Extrinsic Student’s Motivation. International Conference on Technology, Engineering and Sciences (ICTES) 2020. IOP Publishing. https://doi.org/10.1088/1757-899X/917/1/012024

Septantiningtyas, N., &Hafidzah, U. (2022). Pelaksanaan Pembelajaran Melalui Youtube; Upaya dalam Meningkatkan Hasil Belajar Siswa pada Masa Pandemi di Madrasah Ibtidaiyah. Jurnal Basicedu, 6(4), 5801–5808. https://doi.org/10.31004/basicedu.v6i4.3073

Setyowati, L., Sukmawan, S., & El-Sulukkiyah, A. A. (2021). Learning from home during pandemic: A blended learning for reading to write activity in EFL setting. JEES (Journal of English Educators Society), 6(1), 9-17. https://doi.org/10.21070/jees.v6i1.662

Sugiyono. (2011). Metode Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.

Sukmadinata, N. S. (2010). Metode Penelitian Pendidikan. Bandung: PT Remaja Rosdakarya.

Voshaar, J., Knipp, M., Loy, T., Zimmermann, J., and Johannsen, F. 2023. "The Impact of Using a Mobile App on Learning Success in Accounting Education," Accounting Education (32:2), pp. 222–247.

Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! Proceedings from the 10th European Conference on Games Based Learning. Reading, UK: Academic Conferences International Limited. https://www.semanticscholar.org/paper/The-effect-of-points-and-audio-on-concentration%2C-Wang-Lieberoth/1bcfb36bc724f12af7fc14824b2519adb819a27b

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. (2020). The role of gamified equizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 1-48. https://doi.org/10.1016/j.comp

Zhao, Z., Zheng, P., Xu, S., & Wu, X. (2019). Object Detection with Deep Learning: A Review. IEEE Transactions on Neural Networks and Learning Systems, 30(11), 3212–3232. https://doi.org/10.1109/tnnls.2018.2876865

Zuhriyah, S., & Pratolo, B. W. (2020). Exploring Students' Views in the Use of Quizizz as an Assessment Tool in English as a Foreign Language (EFL) Class. Universal Journal of Educational Research, 8(11), 5312 - 5317. https://doi.org/10.13189/ujer.2020.081132

Downloads

Published

2025-11-13

How to Cite

Muaddab, H. .-. (2025). Implementasi Quizziz dan Youtube Dalam Meningkatkan Prestasi Akademik Akuntansi Keuangan dalam kegiatan PKL Siswa Kelas XI SMK Negeri 1 Jombang. Jurnal Pendidikan Akuntansi (JPAK), 12(2), 106–114. Retrieved from https://ejournal.unesa.ac.id/index.php/jpak/article/view/57977

Issue

Section

Article
Abstract views: 0 , PDF Downloads: 0