Analisis implementasi pembelajaran mendalam menggunakan Gamifikasi Zep Quiz sebagai alat evaluasi pembelajaran

Penulis

  • Reni Rama Yenni Universitas Riau
  • Ruth Devi Elisa Putri Universitas Riau
  • Widya Sary Universitas Riau
  • Erlisnawati Universitas Riau
  • Charlina Universitas Riau
  • Muhammad Yogi Riyantama Isjoni Universitas Riau

DOI:

https://doi.org/10.32832/itjmie.v7i6.23917

Kata Kunci:

Deep Learning, Quizizz, student centered learning, social ethics, Pembelajaran Mendalam, Gamifikasi, Zep Quiz, Evaluasi Pembelajaran, IPS

Abstrak

This study aimed to analyze the implementation of deep learning using Zep Quiz gamification as an evaluation tool in Social Studies learning at SMP Negeri 4 Pekanbaru. The study employed a descriptive qualitative approach involving one Social Studies teacher and 44 seventh-grade students of class VII.6 as research participants. Data were collected through non-participant observation, semi-structured interviews, and documentation. The research was conducted over three meetings on the topic of social interaction. Data analysis was carried out through data reduction, data presentation, and conclusion drawing. The findings revealed that the implementation of deep learning using Zep Quiz gamification was conducted through integrated stages of planning, implementation, and evaluation involving group discussions, social case analysis, reflective learning activities, and digital-based evaluation. During the planning stage, the teacher prepared teaching modules, student worksheets, and evaluation instruments based on cognitive levels C1 to C4 using the Zep Quiz platform. During the implementation stage, students actively participated in discussions, presentations, and analysis of social phenomena related to daily life. The use of gamification features such as leaderboards, avatars, automatic scoring, and real-time feedback created a more interactive, competitive, and student-centered learning atmosphere. In addition, gamified evaluation helped teachers monitor students’ understanding directly while encouraging active student engagement throughout the learning process. This study shows that the implementation of deep learning using Zep Quiz gamification supports the creation of more contextual, collaborative, and interactive Social Studies learning.

Abstrak

Penelitian ini bertujuan menganalisis implementasi pembelajaran mendalam menggunakan Gamifikasi Zep Quiz sebagai alat evaluasi pembelajaran IPS di SMP Negeri 4 Pekanbaru. Penelitian menggunakan pendekatan kualitatif deskriptif dengan subjek penelitian terdiri atas satu guru IPS dan 44 peserta didik kelas VII.6. Pengumpulan data dilakukan melalui observasi nonpartisipatif, wawancara semi-terstruktur, dan dokumentasi. Penelitian dilaksanakan selama tiga kali pertemuan pada materi interaksi sosial. Analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi pembelajaran mendalam menggunakan Gamifikasi Zep Quiz dilaksanakan melalui tahap perencanaan, pelaksanaan, dan evaluasi pembelajaran yang terintegrasi dengan aktivitas diskusi kelompok, analisis kasus sosial, refleksi pembelajaran, dan evaluasi berbasis digital. Pada tahap perencanaan, guru menyusun modul ajar, LKPD, serta instrumen evaluasi berbasis tingkat kognitif C1 sampai C4 menggunakan platform Zep Quiz. Pada tahap pelaksanaan, peserta didik terlibat aktif dalam diskusi, presentasi, dan analisis fenomena sosial yang dikaitkan dengan kehidupan sehari-hari. Penggunaan fitur Gamifikasi seperti leaderboard, avatar, skor otomatis, dan feedback realtime menciptakan suasana pembelajaran yang lebih interaktif, kompetitif, dan berpusat pada peserta didik. Selain itu, evaluasi berbasis Gamifikasi membantu guru memantau pemahaman peserta didik secara langsung serta mendorong keterlibatan peserta didik selama proses pembelajaran berlangsung. Penelitian ini menunjukkan bahwa implementasi pembelajaran mendalam menggunakan Gamifikasi Zep Quiz mendukung terciptanya pembelajaran IPS yang lebih kontekstual, kolaboratif, dan interaktif.

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Diterbitkan

2026-08-18

Cara Mengutip

Yenni, R. R., Putri, R. D. E., Sary, W., Erlisnawati, Charlina, & Isjoni, M. Y. R. (2026). Analisis implementasi pembelajaran mendalam menggunakan Gamifikasi Zep Quiz sebagai alat evaluasi pembelajaran. Idarah Tarbawiyah: Journal of Management in Islamic Education, 7(6), 15–32. https://doi.org/10.32832/itjmie.v7i6.23917

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