THE EFFECT OF USING GAME-BASED QUIZIZZ APPLICATION TOWARDS STUDENTS’ VOCABULARY MASTERY (A QUASI-EXPERIMENTAL STUDY AT THE TENTH GRADE AT SMKN 2 BENGKULU)
DOI:
https://doi.org/10.23969/jp.v9i03.20889Keywords:
Game-Based, Quizizz Applicaion, Students Vocabulary MasteryAbstract
This study aimed to assess the impact of the Game-Based Quizizz Application on the vocabulary mastery of tenth-grade students at SMKN 2 Bengkulu City. The research employed a quantitative approach with a quasi-experimental design. A total of 60 students participated, divided into two groups: 30 students in the experimental class (X TGM 2) and 30 students in the control class (X TP 1), selected through purposive sampling. The experimental group received instruction using the Game-Based Quizizz Application, while the control group was taught using the traditional Grammar Translation Method. To establish a baseline, both groups were given a pre-test before the intervention. The results revealed that the experimental class had an average pre-test score of 51.47, whereas the control class had an average of 44.73. After the intervention, the post-test scores were collected, showing that the experimental class achieved an average of 79.70, while the control class reached 77.40. An independent T-test analysis indicated a significant (2-tailed) value of 0.000, which is less than 0.05, leading to the rejection of the null hypothesis (Ho) and acceptance of the alternative hypothesis (Ha). These findings suggest that the use of the Game-Based Quizizz Application significantly enhances vocabulary mastery compared to traditional methods. In conclusion, the study demonstrates that integrating the Game-Based Quizizz Application into the learning process positively impacts vocabulary acquisition among tenth-grade students at SMKN 2 Bengkulu City.Downloads
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