Claim Missing Document
Check
Articles

Found 1 Documents
Search
Journal : Academia Open

ZepQuiz Game-Based Learning for Improving Students’ Narrative Reading Skills: ZepQuiz: Pembelajaran Berbasis Permainan untuk Meningkatkan Keterampilan Membaca Naratif Siswa Santoso, Dian Rahma; Tamara, Pasya Rahma; Nabhila, Calista Ananda; Ningsih, Andini Widia; Sujarwo, Gita Desire; Fadlilah, Nurul Lailatul Qodriatil
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.12792

Abstract

General background: Reading comprehension remains a core challenge in English as a Foreign Language (EFL) learning. Specific background: Many high school students struggle to understand narrative text structures and implicit meanings. Knowledge gap: Few studies have investigated the integration of the ZepQuiz platform within Game-Based Learning (GBL) to enhance narrative reading comprehension at the secondary level. Aims: This study examined the use of ZepQuiz as a digital learning medium to improve students’ reading comprehension and motivation in narrative texts. Results: Using a one-group pretest-posttest quantitative design, findings from 35 students showed a statistically significant improvement (p < 0.05) in reading comprehension and motivation scores after ZepQuiz implementation. Novelty: The research highlights ZepQuiz’s ability to integrate gamification elements—leaderboards, instant feedback, and time challenges—to promote engagement and cognitive processing. Implications: ZepQuiz can be applied as an innovative and interactive learning approach to support digital-based English education. Highlight & Keyword• Motivation improvement through gamified reading• Cognitive engagement in narrative comprehension• Technology-based EFL instruction Keywords: ZepQuiz, Game-Based Learning, Reading Comprehension,Narrative Text, English Education