Pengembangan Asesmen Digital Berbasis Game Edukatif Quizizz pada Mata Pelajaran Marketing
Authors: Azizah Nofa Nur , Hidayat Rachmad 
Published: July 2024

Penelitian ini didorong oleh pandemi COVID-19 yang mengharuskan pemerintah Indonesia melakukan perubahan ekstrem dengan menerbitkan Surat Edaran Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 2 Tahun 2022 yang mengatur Panduan Pelaksanaan Pembelajaran pada Masa Pandemi COVID-19. Kebijakan ini disertai dengan petunjuk pelaksanaan pembelajaran tatap muka terbatas atau pembelajaran daring. Selain itu, di abad ke-21, siswa dituntut untuk menguasai kompetensi 4C, yaitu kreativitas dan inovasi, berpikir kritis, komunikasi, dan kolaborasi. Penelitian ini bertujuan untuk menghasilkan asesmen digital berbasis permainan edukatif Quizizz yang dapat mengukur pencapaian kompetensi siswa dan mengembangkan keterampilan abad ke-21, menguji kelayakan, serta menentukan tanggapan siswa. Metode penelitian yang digunakan adalah R&D yang diadaptasi dari Borg dan Gall yang dimodifikasi. Teknik pengumpulan data menggunakan kuesioner validasi. Instrumen penelitian berupa lembar validasi dan kuesioner tanggapan siswa. Hasil validasi oleh ahli media memperoleh persentase 98 persen (sangat valid) dan hasil validasi oleh ahli asesmen memperoleh persentase 91 persen (sangat valid). Sementara itu, tanggapan siswa terhadap asesmen digital berbasis permainan edukatif Quizizz memperoleh persentase 86 persen (sangat menarik). Dengan demikian, asesmen digital yang telah dikembangkan layak digunakan. Penelitian ini menunjukkan bahwa asesmen digital berbasis permainan edukatif tidak hanya efektif dalam mengukur kompetensi siswa, tetapi juga dapat meningkatkan keterlibatan dan motivasi belajar siswa. Implementasi asesmen digital seperti ini dapat menjadi solusi inovatif dalam menghadapi tantangan pembelajaran di masa pandemi dan di era digital saat ini.
Kata kunci: asesmen digital; permainan edukatif; Quizizz
The Quizz Educational Game Based Digital Assessment Development for Marketing Class
This research was motivated by the COVID-19 pandemic, which required the Indonesian government to make significant changes by issuing the Circular Letter of the Minister of Education and Culture, Research and Technology Number 2 of 2022. This letter provides guidelines for the implementation of learning during the COVID-19 pandemic, with instructions for limited face-to-face or online learning. Additionally, in the 21st century, students are required to master the 4C competencies: creativity and innovation, critical thinking, communication, and collaboration. This study aims to develop a digital assessment based on the educational game Quizizz, which can measure student competency achievement and enhance 21st-century skills, test its feasibility, and determine student responses. The research method used was Research and Development (R&D) adapted from Borg and Gall, which was modified accordingly. Data collection techniques involved using validation questionnaire sheets. The research instruments included validation sheets and student response questionnaires. The validation results from media experts showed a percentage of 98 percent (very valid), and validation from assessment experts showed a percentage of 91 percent (very valid). Meanwhile, student responses to the Quizizz educational game-based digital assessment showed a percentage of 86 percent (very engaging). Therefore, the developed digital assessment is deemed feasible for use. This research indicates that digital assessments based on educational games are not only effective in measuring student competencies but also in enhancing student engagement and motivation. Implementing such digital assessments can provide an innovative solution to the challenges of learning during the pandemic and in the current digital era.
Keywords: digital assessment; educational game; Quizizz