Analisis Bibliometrik: Tren Penggunaan Quizizz Dalam Pendidikan Menggunakan VOSviewer
Abstract
Quizizz merupakan salah satu platform pembelajaran berbasis game yang banyak digunakan dalam pendidikan karena kemampuannya meningkatkan motivasi dan keterlibatan siswa dalam proses pembelajaran. Meskipun penggunaannya semakin meluas, belum ada studi bibliometrik yang secara komprehensif memetakan tren penelitian tentang Quizizz dalam pendidikan menggunakan VOSviewer, khususnya dalam mengidentifikasi klaster tematik dan kesenjangan penelitian pada skala global. Penelitian ini bertujuan untuk mengisi kesenjangan tersebut dengan melakukan analisis bibliometrik terhadap 387 artikel yang diterbitkan antara tahun 2019–2024, yang diambil dari Google Scholar melalui Publish or Perish. Berbeda dengan tinjauan sebelumnya yang berfokus pada studi individual atau konteks tunggal, penelitian ini menggunakan analisis co-occurrence kata kunci melalui VOSviewer untuk memetakan secara sistematis 110 istilah relevan ke dalam delapan klaster tematik, sehingga dapat mengungkap tema penelitian yang dominan dan area yang belum banyak dieksplorasi. Temuan menunjukkan adanya peningkatan jumlah publikasi setiap tahun, dengan output tertinggi sebanyak 138 artikel pada tahun 2024. Istilah yang paling dominan quizizz, learning, gamification, dan assessment mengindikasikan fokus penelitian pada pembelajaran interaktif berbasis teknologi. Yang menarik, istilah terkait equity, teacher professional development, dan longitudinal impact tampak kurang direpresentasikan, sehingga menjadi arah potensial untuk penelitian selanjutnya. Temuan ini memberikan implikasi praktis bagi pendidik dan peneliti dalam merancang kurikulum terintegrasi teknologi serta mengidentifikasi area penelitian prioritas dalam pendidikan digital.
Keywords:
Bibliometric, Education, Quizizz, VOSviewerReferences
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