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a particular variable or in a complex simulation or interaction where
the user moves a virtual object.
From the explanation above, it can be concluded that interactive
learning media is everything, both hardware, such as books, modules,
learning aids in the classroom or in the laboratory, or software
(software) containing a combination of text, images, graphics, sound,
video, animation, simulation in an integrated and synergistic manner
such as the help of computer programs to collect data that can generate
data that can condition learners to interact actively and independently
of a set of learning to achieve specific learning objectives.
The faster the current of globalization gave rise to other drafts in
technological developments. Finally, the Quizizz application was born
as a learning medium, supporting the continuity of teaching and
learning activities amid a pandemic. The Quizizz application is online,
which means it can be used easily if it is supported by internet access.
Development of Quizizz learning media needs to be carried out on an
ongoing basis so that Quizizz can become a competitive application as
a learning medium during adapting to the Covid-19 pandemic. The use
of learning media itself cannot be simply released with learning
patterns. Organized learning patterns are then determined based on the
limitations of educational technology. Basically, there are 4 learning
patterns applied in Indonesia,
1) The Traditional pattern, i.e., the relationship of the teacher to the
student directly,
2) Teacher pattern with media,
3) Media learning patterns,
4) Pattern of learning with media only. The use of the Quizizz
application as a learning medium is included in the category of the
number of learning patterns be
5) Where to put the media as a component of the learning system to
be on par with other features.