EFEKTIVITAS PENGGUNAAN APLIKASI QUIZIZ DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI ASKING AND GIVING INTENTION DI KELAS IX SMPN 15 SURAKARTA
DOI:
https://doi.org/10.23969/jp.v11i03.66022Keywords:
Quizizz, Gamification, Learning Outcomes, Asking and Giving Intention, English, Mobile Learning Media.Abstract
This study aims to analyze the effectiveness and feasibility of using the gamification-based interactive quiz application, Quizizz, to improve student learning outcomes regarding the topic of "Asking and Giving Intention" in the 9th-grade English class at SMPN 15 Surakarta. Conventional teaching methods, which tend to be teacher-centered and monotonous, often result in low student motivation and poor learning outcomes. Through action research and a descriptive-qualitative evaluation using questionnaires, the feasibility of Quizizz was assessed by subject matter experts, media experts, educators, and students. The results indicate that the Quizizz application was rated as "Highly Feasible," with average validation scores of 90% from subject matter experts, 89.52% from media experts, and 88.89% from educators. Implementation among students yielded a 100% positive response and satisfaction rate. Furthermore, the use of this medium successfully raised the average cognitive learning outcome from 62 in the pre-test to 85 in the post-test and boosted the class mastery rate from 26.6% to 90%. In conclusion, integrating the Quizizz platform effectively reduces learning anxiety, fosters an interactive atmosphere, and significantly boosts students' academic achievement
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Artikel in Press :
Febriani, A., & Kurniawan, H. (in press). Game-based assessment using Quizizz in EFL classrooms: Impact on learning anxiety and grammar retention. Journal of English Language Teaching and Learning, 15(2).
Pratama, M. R., & Wibowo, S. (in press). The effectiveness of gamified mobile learning in secondary English language education: A meta-analysis. Indonesian Journal of Applied Linguistics.
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