The Use Of Quizizz As A Learning Media To Improve The Student Achivement In Learning Grammar
Muhammad Andika Sade/882032020046 - Personal Name
This research aims to find out the grammar skills of eighth-grade
students at SMPN 2 Watampone by using Quizizz as a learning media. Quizizz,
an educational game-based application, was utilized to provide an interactive and
engaging learning experience. The research employed a quantitative approach
with a pre-experimental one-group pretest-posttest design. The findings revealed a
significant improvement in students' grammar skills after implementing Quizizz.
The average pre-test score of 58.89 increased to 81.85 in the post-test, with an
average gain of 22.96 points. Hypothesis testing using a paired sample t-test
yielded a significant value (p = 0.000), indicating that Quizizz effectively lagwner
the students' grammar proficiency. This research contributes to integrating
technology into English learning and offers recommendations for interactive and
technology-based teaching in the future.
A. Conclusion
The results show that the use of Quizizz application as a game-based
learning media significantly improved the grammar skills of grade VIII
students at SMPN 2 Watampone, as evidenced by the increase in the average
score from pre-test (58.89) to post-test (81.85). Hypothesis testing also
supported these results, with the t-test showing a significant difference
between the pre-test and post-test results, where the mean score increased by
22.96 and the significant value (p = 0.000 < 0.05). Thus, the alternative
hypothesis (H1) is accepted, that is, the use of Quizizz as a learning media can
significantly improve students' grammar skills, and the null hypothesis (H0) is
rejected.
B. Suggestion
Based on these conclusions, the researcher provides some
suggestions that can be input to improve the quality of the English teaching
and learning process and improve students' ability to master English. These
suggestions are:
1. For English Teachers:
a. Teachers are encouraged to integrate Quizizz into their teaching
strategies to create a more engaging and interactive learning
environment.
b. Teachers should use the feedback provided by Quizizz to identify
students' weaknesses and offer targeted support to improve their
grammar skills.
c. Training programs on the effective use of technology-based tools like
Quizizz should be conducted to help teachers maximize its potential.
2. For Students:
a. Students should actively participate in learning activities using Quizizz
and explore its features to enhance their understanding of grammar.
b. It is recommended that students regularly practice with Quizizz
quizzes outside the classroom to reinforce their learning and build
confidence.
c. Students should use the instant feedback provided by Quizizz to self-
assess their progress and address areas of difficulty.
3. For Future Researchers:
a. Further research can explore the long-term impact of Quizizz on
students' language proficiency beyond grammar, such as in writing or
speaking skills.
b. Future studies can involve a larger and more diverse sample to
generalize the findings to different educational contexts.
c. Researcher can investigate the comparative effectiveness of Quizizz
with other gamified learning platforms to determine the best tools for
English language learning.
students at SMPN 2 Watampone by using Quizizz as a learning media. Quizizz,
an educational game-based application, was utilized to provide an interactive and
engaging learning experience. The research employed a quantitative approach
with a pre-experimental one-group pretest-posttest design. The findings revealed a
significant improvement in students' grammar skills after implementing Quizizz.
The average pre-test score of 58.89 increased to 81.85 in the post-test, with an
average gain of 22.96 points. Hypothesis testing using a paired sample t-test
yielded a significant value (p = 0.000), indicating that Quizizz effectively lagwner
the students' grammar proficiency. This research contributes to integrating
technology into English learning and offers recommendations for interactive and
technology-based teaching in the future.
A. Conclusion
The results show that the use of Quizizz application as a game-based
learning media significantly improved the grammar skills of grade VIII
students at SMPN 2 Watampone, as evidenced by the increase in the average
score from pre-test (58.89) to post-test (81.85). Hypothesis testing also
supported these results, with the t-test showing a significant difference
between the pre-test and post-test results, where the mean score increased by
22.96 and the significant value (p = 0.000 < 0.05). Thus, the alternative
hypothesis (H1) is accepted, that is, the use of Quizizz as a learning media can
significantly improve students' grammar skills, and the null hypothesis (H0) is
rejected.
B. Suggestion
Based on these conclusions, the researcher provides some
suggestions that can be input to improve the quality of the English teaching
and learning process and improve students' ability to master English. These
suggestions are:
1. For English Teachers:
a. Teachers are encouraged to integrate Quizizz into their teaching
strategies to create a more engaging and interactive learning
environment.
b. Teachers should use the feedback provided by Quizizz to identify
students' weaknesses and offer targeted support to improve their
grammar skills.
c. Training programs on the effective use of technology-based tools like
Quizizz should be conducted to help teachers maximize its potential.
2. For Students:
a. Students should actively participate in learning activities using Quizizz
and explore its features to enhance their understanding of grammar.
b. It is recommended that students regularly practice with Quizizz
quizzes outside the classroom to reinforce their learning and build
confidence.
c. Students should use the instant feedback provided by Quizizz to self-
assess their progress and address areas of difficulty.
3. For Future Researchers:
a. Further research can explore the long-term impact of Quizizz on
students' language proficiency beyond grammar, such as in writing or
speaking skills.
b. Future studies can involve a larger and more diverse sample to
generalize the findings to different educational contexts.
c. Researcher can investigate the comparative effectiveness of Quizizz
with other gamified learning platforms to determine the best tools for
English language learning.
Ketersediaan
| STAR20250025 | 25/2025 | Perpustakaan Pusat | Tersedia |
Informasi Detil
Judul Seri
-
No. Panggil
25/2025
Penerbit
IAIN BONE : Watampone., 2025
Deskripsi Fisik
-
Bahasa
English
ISBN/ISSN
-
Klasifikasi
Skripsi Tarbiyah
Informasi Detil
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Info Detil Spesifik
-
Pernyataan Tanggungjawab
-
Tidak tersedia versi lain
