Quizizz, Wordwall, Kahoot!: Inovasi atau Gangguan? Persepsi Mahasiswa dalam Mata Kuliah Strategi Pembelajaran Ekonomi
Abstract
Penggunaan teknologi dalam pembelajaran semakin berkembang, salah satunya melalui integrasi games online sebagai media interaktif yang potensial untuk meningkatkan kualitas belajar mahasiswa, terutama pada mata kuliah teoritis yang sering dianggap abstrak dan membosankan. Penelitian ini bertujuan untuk mengeksplorasi persepsi mahasiswa terhadap penggunaan berbagai jenis aplikasi games online dalam pembelajaran, guna memperoleh pemahaman yang lebih utuh dalam merancang strategi pembelajaran yang lebih efektif, menyenangkan, dan tepat sasaran. Penelitian ini menggunakan metode campuran model paralel konvergen dengan pendekatan kuantitatif melalui angket tertutup yang dianalisis secara deskriptif, dan pendekatan kualitatif melalui angket terbuka serta wawancara terhadap mahasiswa Program Studi Pendidikan Ekonomi Universitas Jambi. Hasil penelitian menunjukkan bahwa mahasiswa memberikan tanggapan positif terhadap penggunaan games online seperti Quizizz, Wordwall, dan Kahoot!. Secara kuantitatif, keenam indikator persepsi kemudahan, kepuasan, ketertarikan, motivasi, pemahaman materi, dan keterampilan belajar menunjukkan skor rata-rata di atas 77%. Jenis games yang paling diminati adalah wordwall. Sementara itu, hasil kualitatif memperkuat temuan ini dengan narasi bahwa games membantu mahasiswa berpikir kritis, meningkatkan daya ingat, memotivasi, serta menciptakan suasana belajar yang menyenangkan dan reflektif. Meskipun terdapat beberapa kendala teknis seperti jaringan dan kesiapan penyaji, persepsi mahasiswa secara keseluruhan tetap menunjukkan bahwa games online dapat menjadi strategi pembelajaran yang efektif. Dengan memahami persepsi mahasiswa secara menyeluruh, pendidik dapat lebih tepat dalam mengembangkan inovasi pembelajaran berbasis teknologi yang mampu mendorong capaian belajar secara optimal.
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DOI: http://dx.doi.org/10.24014/ekl.v8i1.37522
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