Evaluasi Pembelajaran dengan Plickers Berbasis Gamifikasi: Literature Review
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Abdillah, R., Kuncoro, A., Erlangga, F., & Ramdhan, V. (2022). Pemanfaatan Aplikasi Kahoot! dan Quizizz Sebagai Media Pembelajaran Interaktif Berbasis Gamifikasi. Jurnal Pendidikan Sains Dan Komputer, 2(01), 92–102. https://doi.org/10.47709/jpsk.v2i01.1363 Alifa, E. N., Hidayat, S., & Nur, L. (2020). Analisis Penggunaan Multimedia Evaluasi Plickers dalam Mengurangi Budaya Menyontek. PEDADIDAKTIKA: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 7(2), 168–177. https://doi.org/10.17509/pedadidaktika.v7i2.25467 Babacan, N., & Güler, Ç. (2022). The Effects of Plickers on English Vocabulary Achievement, Motivation and Anxiety. Education Quarterly Reviews, 5(4), 617–630. https://doi.org/10.31014/aior.1993.05.04.648 Charalampos, C. (2019). Enabling Active Learning in Large Classes Through the Use of Plickers. Pedagogy for Higher Education Large Classes (PHELC19) Co-Located with the 5th International Conference on Higher Education Advances (HEAd’19) Universitat Politecnica de Valencia. https://doi.org/10.5281/zenodo.3336383 Chng, L., & Gurvitch, R. (2018). Using Plickers as an Assessment Tool in Health and Physical Education Settings. Journal of Physical Education, Recreation and Dance, 89(2), 19–25. https://doi.org/10.1080/07303084.2017.1404510 Chou, P. N. (2022). Using Plickers to Support Student Learning in Rural Schools: A Comprehensive Analysis. SAGE Open, 12(3), 1–11. https://doi.org/10.1177/21582440221116109 España-Delgado, J. A. (2023). Kahoot, Quizizz, and Quizalize in the English Class and their Impact on Motivation. How, 30(1), 65–84. https://doi.org/10.19183/how.30.1.641 Fadly, M. F. N., & Sari, P. M. (2022). Persepsi Siswa Terhadap Pemanfaatan Kahoot dan Quizizz Dalam Pembelajaran di Kelas IV Sekolah Dasar. 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DOI: https://doi.org/10.24176/jpp.v6i2.11224
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