Professional Documents
Culture Documents
Faculty of Tarbiyah
University of Darussalam Gontor
The Effectiveness of Using the Quizizz Game Application to Increase English Vocabulary | Rifdah Hasan
Parinduri, Mahmud, MY.
prefixes and postfixes and inference have been shown to boost student
prefixes and additions(Aini, 2019).It is engagement and performance in the
verifiable that vocabulary learning will classroom. In line with this view.(Poole,
create and develop assuming it is 1978) argues that game-based learning has
concentrated unexpectedly like nonstop good potential to be used as an effective
openness, in particular as far as perusing, learning medium because it can stimulate
tuning in, talking and furthermore both visual and verbal components.
composing. So as far as learning English, This will be the subject of the
vocabulary plays a vital part. researcher's discussion, by bringing up an
In response to the issues raised, the interesting topic that is currently being
authors explore the potential of the quizizz used by educators, namely "the
games app to boost students' vocabulary effectiveness of using the quizizz game
acquisition and motivation for learning. application to increase English
This is due to the fact that traditional vocabulary".
approaches to teaching English are always
repetitive, leaving students feeling bored METHOD
and reducing their motivation to study the This research study uses a
language. As a final point, students qualitative approach to explore how the
command of the English language is effectiveness of using the Quizizz game
severely lacking. Students will be more application is to improve English
engaged in their English studies and vocabulary learning. this qualitative study
vocabulary learning with the help of has many dimensions and is more realistic
teaching media, specifically the quizizz and naturalistic in its approach.
game app. naturalistic, has implications for both the
The advantages of using the methodology and the research
quizizz app have been demonstrated in a environment.
number of studies. This demonstrates how The selection of this qualitative
quizizz can be used to boost students study was determined based on the
knowledge and abilities. To better suitability between the defining
accommodate learning media in Indonesia, characteristics and the approach and
which is not only applied conventionally, research problem formulations disclosed.
quizizz learning media has been adopted as This research was conducted with the aim
one method. In addition to other forms of of providing an overview of how effective
education centered around IT and the use of the Quizizz game application is
Informatics.(Pertiwi et al., 2021) to improve English vocabulary learning.
Positioning the narrative perspective as a This research was conducted in one of the
strategic positioning of the technology- online English courses using quizizz media
based educational learning model is in learning.
possible. For the purpose of producing a In obtaining data, the researchers
formulation of efforts in problem solving conducted observations and interviews
via the quizizz application, with a focus on with tutors who teach in Bahasaku Inggris.
elementary school students. Whereas, After the information is obtained, the
typically at this age, they require a learning researcher conducts an in-depth analysis of
method that is fun and interesting rather the findings in the field, because the
than boring. It's a lot of fun for them to pick hypothesis is not needed, the researcher
up knowledge in a playful setting. Because can focus on presenting the available data
of this, they will be more eager to expand clearly through analysis and information
their vocabulary in English. Quizizz games using a qualitative descriptive approach.
strategies for students (Nur Wulandari, using the Quizizz app. Quizizz is a social
2016). app, played not only by individuals but
The Quizizz app has a number of also by groups of friends. When they play,
features that can be used by teachers as a it will feel like a competition, and they'll
means of assigning homework. Other than do their best to win by giving the right
finishing tasks, understudies can feel answers to the questions.
discovering that is straightforward in The Quizizz app can also be used for
contemplating replies, in light of the fact studying and preparing for the Test of
that the Quizizz application has a new look English as a Foreign Language. Students
and is wealthy for no particular reason will be more engaged and able to clearly
things (Purba, 2019). A game can't be understand the material despite the lengthy
isolated from imaginative, creative, bold, nature of the standard procedure thanks to
and fun components, which would then be this app (Aini, 2019) .The results of the
able to encourage positive inspiration to tests given by the scientists in the field and
gain from every understudy. Thus, it can at the guide meetings showed that the
understand the beliefs and objectives of Quizizz app was helpful in determining
instruction in a substantial and even way. how well students were assessed. Since the
Quizizz's user interface is intuitive. framework from the quizizz application
There may be as many as four or five can make its own inquiries which are then
possible answers on this intuitive test, with appropriated to understudies and set
only one being correct. The settings of the handling times. So with this coach it will
inquiry can be adjusted nonetheless you be simpler to quantify understudies'
like, and you can even upload an image to capacities. You'll get a score at the end of
serve as the inquiry's basis. When the exam the quiz, and the highest and lowest
is ready, it is typically distributed to possible scores will stand out immediately.
students via the generated 6-digit code. This demonstrates that students benefit
Without sacrificing the core values of greatly from using the quizizz app to better
continuous learning, Quizizz can be used grasp the material being taught in the
as an effective and enjoyable learning classroom. Students are more engaged and
method. Indeed, even this system can have a less difficult time understanding the
include dynamic understudy interest from taught jargon when they have access like
the beginning (Khusniyah & Hakim, in a game and a straightforward
2019). presentation and the efficiency with which
the client achieves their goal while using
B. Viability of Using Quizizz the quizizz app is inseparable from the
Applications for Vocabulary success of that goal. It's important to note
Learning that not all age groups have the same level
Consequences of the examination that of success with this software.
the scientists acquired with respect to the Consequently, the application's use can be
viability of involving the Quizizz modified to suit the age and skill level of
application for vocabulary learning, it is students in accordance with the relative
very viable. Since understudies will be difficulty of the questions. This
more keen on accomplishing the everyday demographic demonstrates the need to
schedule instructors will likewise think adapt the quizzes in the quizizz app to the
that it is more straightforward to quantify skill and knowledge levels of students.
understudy learning results. Students have Because some questions may be
more enthusiasm for learning and are more inappropriate for responses from people of
active in completing assignments when different ages(Yip & Kwan, 2006).
https://doi.org/10.1080/104948208026023
Aini, Y. I. (2019). PEMANFAATAN
29
MEDIA PEMBELAJARAN QUIZIZZ
Holidazia, R., & Rodliyah, R. S. (2020).
UNTUK PEMBELAJARAN JENJANG
Strategi Siswa dalam Pembelajaran Kosa
PENDIDIKAN DASAR DAN
Kata Bahasa Inggris. Jurnal Penelitian
MENENGAH DI BENGKULU. 2(25), 6.
Pendidikan, 20(1), 111–120.
Ardiansyah, M. (2022). Efektivitas https://doi.org/10.17509/jpp.v20i1.24562
Penggunaan Platform Quizizz dalam
Khusniyah, N. L., & Hakim, L. (2019).
Meningkatkan Minat dan Pemahaman
EFEKTIVITAS PEMBELAJARAN
Konsep Matematika. SAP (Susunan
BERBASIS DARING: SEBUAH BUKTI
Artikel Pendidikan), 6(3).
PADA PEMBELAJARAN BAHASA
https://doi.org/10.30998/sap.v6i3.9892
https://doi.org/10.31294/p.v18i2.1178
Yip, F. W. M., & Kwan, A. C. M. (2006).
Pertiwi, A. B., Rahmawati, A., & Online vocabulary games as a tool for
https://doi.org/10.1080/021887978085485
12
KONSENTRASI BELAJAR
MAHASISWA MELALUI
PEMANFAATAN EVALUASI