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Exploring Student’s English Learning Experience by Using Quizwhizzer in English Class at Muhammadiyah Muara Bungo University Tesa Febri Dwi Utami; Levandra Balti; Renda Lestari
Jurnal Intelek Insan Cendikia Vol. 3 No. 9 (2026): SEPTEMBER 2026
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Advancements in digital technology have transformed the way people learn English. The use of technology-based learning media can provide a more engaging and interactive learning experience for students. However, students' experiences in learning English through digital platforms that integrate game elements warrant further investigation, particularly within higher education settings. QuizWhizzer is a digital learning platform that combines instructional content with game elements, visuals, text, audio, and interactive activities. Accordingly, this study aims to investigate students' experiences learning English using QuizWhizzer in English classes at Universitas Muhammadiyah Muara Bungo. This study employs a qualitative approach using a case study design. The research subjects consisted of four students at Universitas Muhammadiyah Muara Bungo who had participated in English lessons utilizing QuizWhizzer. The researcher served as the primary instrument, and data were collected through semi-structured interviews. The interview data were manually transcribed and analyzed through a process involving data reduction, data presentation, and conclusion drawing. The findings indicate that students perceived the learning experience as more helpful and interactive due to the use of QuizWhizzer. Visual features played a role in helping students comprehend the lessons and provided guidance for answering questions. The combination of text and images helped students connect information and improve their understanding. Furthermore, multimedia elements such as audio facilitated the English learning process, while game-like features stimulated interaction and helped students maintain focus throughout the learning activities. Based on the research conducted, it can be concluded that the use of QuizWhizzer provides a more engaging and beneficial English learning experience for students. Students not only use QuizWhizzer to answer questions but also utilize its various features to aid in understanding English content. The integration of visual elements, text, multimedia, and game-like aspects enhances the students' learning experience in the English classroom. Therefore, QuizWhizzer serves as a digital learning tool that supports Technology-Enhanced Language Learning (TELL) through the application of integrated and interactive technology within the educational process