THE EFFECTIVENESS OF GAMIFICATION ON QUIZIZZ ONLINE PLATFORM TO ENHANCE STUDENTS’ ACHIEVEMENT IN ENGLISH LANGUAGE LEARNING
Dewitasari, Shinta Putria (2025) THE EFFECTIVENESS OF GAMIFICATION ON QUIZIZZ ONLINE PLATFORM TO ENHANCE STUDENTS’ ACHIEVEMENT IN ENGLISH LANGUAGE LEARNING. S1 thesis, Universitas Muhammadiyah Ponorogo.
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Abstract
Dewitasari, Shinta Putria. (2025). The Effectiveness of Gamification On Quizizz Online Platform To Enhance Students’ Achievement In English Language Learning. Thesis. English Education Department, Faculty of Teacher Training and Education, Muhammadiyah University of Ponorogo. Advisors: (1) Dr. Bambang Harmanto, M.Pd., (2) Dr. Ana Maghfiroh, M.Pd.
In today's globalized world, English proficiency is essential for international communication, professional advancement, and access to information. However, students' achievement in English language learning is often hindered by factors such as low motivation, conventional teaching methods, and limited engagement. To address these challenges, gamification has emerged as an innovative approach to enhance learning outcomes. This study investigates the effectiveness of the Quizizz online platform, a gamification tool, in improving students' English achievement by leveraging interactive and game-based elements to foster motivation and participation.
This study implied a quasi-experimental design with pretest and posstest assessments for eighth-grade students at SMPN 1 Bungkal during the 2024/2025 academic year. Multiple-choice exams were used to gather data both before and after Quizizz was put into use. Normality and homogeneity tests were used to verify the validity of the data, and paired sample t-tests were used for quantitative analysis to compare scores. An alpha threshold of 0.05 was used to determine statistical significance.
The results showed improvement in students' scores, with the average posttest score (83.91) outperforming the pretest score (64.53). The effectiveness of Quizizz in improving English learning outcomes was confirmed by the paired sample t-test, which produced a sig. (2-tailed) value of 0.000. The findings suggest that gamification, through platforms like Quizizz, positively impacts student engagement and achievement by making learning more interactive and enjoyable. Recommendations include integrating Quizizz into teaching strategies and encouraging further research to explore its long-term effects across diverse educational contexts.
| Item Type: | Thesis (S1) |
|---|---|
| Uncontrolled Keywords: | Gamification, Quizizz, Language Learning |
| Subjects: | L Education > L Education (General) P Language and Literature > PE English |
| Divisions: | Departement of Teacher Training and Education > Department of English |
| Depositing User: | Shinta Putria Dewitasari |
| Date Deposited: | 19 Aug 2025 08:41 |
| Last Modified: | 05 Nov 2025 01:51 |
| URI: | https://eprints.umpo.ac.id/id/eprint/17045 |
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