Modern Assessment dalam Menyongsong Pembelajaran Abad 21 dan Hambatan di Negara Berkembang
Abstract
This study aims to examine more deeply the 21st century learning associated with modern assessment and examine the obstacles faced by developing countries such as Indonesia. The research method used in writing this article is literature study. The analysis technique used in writing this article is content analysis. Quizizz also contains 21st century skills, which include critical thinking skills, creative and innovative skills, communication skills, and collaborative skills. Quizizz can increase motivation which can improve critical thinking skills and creativity skills. Quizizz can also be integrated with google classrooms, so that in this case Quizizz also plays a role in improving the communication and collaboration skills of students. In addition, Quizizz can also be used to develop the character of students through honesty and self-assessment.The barrier to Quizizz in developing countries is internet access where in Indonesia not all areas are covered by the internet, especially in 3T areas.
Keyword: 21st century learning, modern assessment
Abstrak
Studi ini bertujuan untuk mengkaji lebih dalam tentang pembelajaran abad 21 yang dikaitkan dengan modern assessment dan mengkaji hambatan yang dihadapi oleh negara berkembang seperti Indonesia. Metode penelitian yang digunakan dalam menulis artikel ini adalah studi pustaka. Teknik analisis yang digunakan dalam penulisan artikel ini adalah content analysis. Quizizz juga memuat keterampilan-keterampilan abad 21, yang meliputi critical thinking skill, creative and innovative skill, communication skill, dan collaborative skill. Quizizz dapat meningkatkan motivasi dimana hal ini dapat meningkatkan keterampilan berpikir kritis dan keterampilan kreativitas. Quizizz juga dapat diintegrasikan dengan google classroom, sehingga dalam hal ini Quizizz juga berperan dalam meningkatkan keterampilan komunikasi dan kolaborasi peserta didik. Selain itu Quizizz juga dapat digunakan untuk mengembangkan karakter dari peserta didik melalui kejujuran dan penilaian diri. Hambatan Quizizz di negara berkembang adalah akses internet dimana di Indonesia tidak semua daerah terjangkau oleh internet, terutama pada daerah 3T.
Kata kunci: Pembelajaran abad 21, penilaian modern
Keywords
Full Text:
PDFReferences
Acedo, C., & Hughes, C. (2014). Principles for learning and competences in the 21st-century curriculum. Prospects, 44(4), 503–525. https://doi.org/10.1007/s11125-014-9330-1
Aşıksoy, G., & Sorakin, Y. (2018). The effects of clicker-aided flipped classroom model on learning achievement, Physics anxiety and students’ perceptions. International Online Journal of Education and Teaching (IOJET), 5(2), 334–346. http://iojet.org/index.php/IOJET/article/view/389/238
Basuki, Y., & Hidayati, Y. (2019). Kahoot! or Quizizz: the Students’ Perspectives. July. https://doi.org/10.4108/eai.27-4-2019.2285331
Binkley, M., Erstad, O., Herman, J., Raizen, S., Ripley, M., Miller-Ricci, M., & Rumble, M. (2014). Defining twenty-first century skills. In Assessment and teaching of 21st century skills (pp. 17–66). Springer Netherlands. https://doi.org/10.1007/978-94-007-2324-5_2
Cadieux Bolden, D., Hurt, J., & Richardson, M. K. (2017). Implementing Digital Tools to Support Student Questioning Abilities: A Collaborative Action Research Report. I.E.: Inquiry in Education, 9(1).
Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google Forms on the student’s perception in the classrooms response system. 2nd Joint International Conference on Digital Arts, Media and Technology 2017: Digital Economy for Sustainable Growth, ICDAMT 2017, 178–182. https://doi.org/10.1109/ICDAMT.2017.7904957
CNN Indonesia. (2020). Tak Semua Murid Punya Gadget, Belajar dari Rumah Terkendala. https://www.cnnindonesia.com/nasional/20200317155848-20-484252/tak-semua-murid-punya-gadget-belajar-dari-rumah-terkendala
Dinni, H. N. (2018). HOTS ( High Order Thinking Skills ) dan Kaitannya dengan Kemampuan Literasi Matematika. Prisma, 1, 170–176.
Heroza, R. I., Putra, P., Rifai, A., Novianti, H., Nuriza, M. F., Ariefin, E. P., & Rafly, M. (2020). Pelatihan Penggunaan LMS Sebagai Upaya Pengembangan Metode Pembelajaran Pada MGMP Bahasa Indonesia SMP Kab. Ogan Ilir. Annual Research Seminar (ARS), 5(2), 25–27. http://seminar.ilkom.unsri.ac.id/index.php/ars/article/view/2100
Hoidn, S. (2016). The Pedagogical Concept of Student-Centred Learning in the Context of European Higher Education Reforms. European Scientific Journal, ESJ, 12(28), 439. https://doi.org/10.19044/esj.2016.v12n28p439
Howard, L. W., Tang, T. L. P., & Jill Austin, M. (2015). Teaching Critical Thinking Skills: Ability, Motivation, Intervention, and the Pygmalion Effect. Journal of Business Ethics, 128(1), 133–147. https://doi.org/10.1007/s10551-014-2084-0
Jukes, I., & Dosaj, A. (2006). Understanding Digital Children (DKs): Teaching & Learning in the New Digital Landscape. The InfoSavvy Group, June, 1–67. http://jayneturner.pbworks.com/w/file/fetch/28960161/growingupdigit.pdf
Kristiani, K. D., Mayasari, T., & Kurniadi, E. (2017). Pengaruh Pembelajaran STEM-PjBL terhadap Keterampilan Berpikir Kreatif. Prosiding SNPF (Seminar Nasional Pendidikan Fisika), 21, 266–274. http://e-journal.unipma.ac.id/index.php/snpf/article/view/1719
Laoli, N. (2019). Menkominfo akui pembangunan jaringan internet di Indonesia belum merata. https://regional.kontan.co.id/news/menkominfo-akui-pembangunan-jaringan-internet-di-indonesia-belum-merata
Mac Namara, D., & Murphy, L. (2017). Online versus offline perspectives on gamified learning. CEUR Workshop Proceedings, 1857(September), 47–52.
Miller, M. (2016). Game show classroom: Comparing Kahoot!, Quizizz, Quizlet Live and Gimkit - Ditch That Textbook. https://ditchthattextbook.com/game-show-classroom-comparing-kahoot-quizizz-quizlet-live-and-quizalize/
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers and Education, 135, 15–29. https://doi.org/10.1016/j.compedu.2019.02.015
Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816
Rahayu, I. S. D., & Purnawarman, P. (2019, July 12). The Use of Quizizz in Improving Students’ Grammar Understanding through Self-Assessment. https://doi.org/10.2991/conaplin-18.2019.21
Rodriguez, C. M. (2009). TheImpactofAcademicSelf-Concept...TheCaseofBusinessStud.pdf. Higher Education Research and Development, 5(28), 523–539. https://doi.org/10.1080/07294360903146841
Teo, P. (2016). Exploring the dialogic space in teaching: A study of teacher talk in the pre-university classroom in Singapore. Teaching and Teacher Education, 56, 47–60. https://doi.org/10.1016/j.tate.2016.01.019
Teo, P. (2019). Teaching for the 21st century: A case for dialogic pedagogy. In Learning, Culture and Social Interaction (Vol. 21, pp. 170–178). Elsevier Ltd. https://doi.org/10.1016/j.lcsi.2019.03.009
Wahyudi, W., Rufiana, I. S., & Nurhidayah, D. A. (2020). Quizizz: Alternatif Penilaian di Masa Pandemi Covid-19. Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika, 8(2), 95. https://doi.org/10.25139/smj.v8i2.3062
Yuni, E., Dwi, W. ;, Sudjimat, A., & Nyoto, A. (2016). Transformasi Pendidikan Abad 21 Sebagai Tuntunan Pengembangan Sumber Daya Manusia Di Era Global (Vol. 1).
Zhao, F. (2019). Using quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37–43. https://doi.org/10.5430/ijhe.v8n1p37
Zubaidah, S. (2018). MENGENAL 4C: LEARNING AND INNOVATION SKILLS UNTUK MENGHADAPI ERA REVOLUSI INDUSTRI 4.0 1 Simas eric learning model View project Education material View project. https://www.researchgate.net/publication/332469989
DOI: http://dx.doi.org/10.30734/jpe.v8i1.1363
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 Jurnal Pendidikan Edutama
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
JURNAL PENDIDIKAN EDUTAMA(JPE) by http://ejurnal.ikippgribojonegoro.ac.id/index.php/JPE/Â is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.