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APPLICATION OF QUIZIZZ IN INCREASING STUDENTS’ VOCABULARY OF ELEVENTH GRADE AT SMA NEGERI 1 PEMATANGSIANTAR Manurung, Agatha; Sitanggang, Anita; Sinaga, Asima Rohana
Jurnal Ilmiah Pendidikan dan Keislaman Vol. 5 No. 3 (2025): Jurnal Ilmiah Pendidikan dan Keislaman
Publisher : STAI Darul Qalam Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55883/jipkis.v5i3.182

Abstract

This research aimed to investigate the effectiveness of using Quizizz, a gamified online learning platform, in improving the vocabulary mastery of eleventh-grade students at SMA Negeri 1 Pematangsiantar. The study employed a quantitative experimental design involving two groups: an experimental group taught using Quizizz and a control group taught through conventional methods. Both groups were given a pre-test and post-test to measure their vocabulary acquisition before and after the treatment. The total number of participants was 72 students, consisting of 36 students in each group, selected using cluster random sampling. The results showed a significant improvement in the vocabulary scores of students in the experimental group compared to those in the control group. The average gain score for the experimental group was notably higher, and the statistical analysis using an independent sample t-test confirmed that the difference was significant (p < 0.05). The findings suggest that Quizizz effectively enhances vocabulary learning by increasing student engagement, motivation, and retention through interactive and enjoyable learning experiences. In conclusion, the study supports the integration of digital tools like Quizizz into vocabulary instruction as a means of improving student learning outcomes. The use of game-based learning not only improves academic performance but also fosters a more engaging and dynamic classroom environment.
Student’s Perspective on the use Gamification in Improving English Vocabulary Sinaga, Suryani Martalia; Manurung, Agatha; Napitupulu, Angelica; Silalahi, Dumaris E.
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i1.18190

Abstract

The integration of technology in language learning has revolutionized traditional teaching methods, particularly in vocabulary acquisition. This study investigates students' perspectives on using gamification, specifically Kahoot!, in improving English vocabulary among tenth-grade students at SMA Negeri 3 Pematangsiantar. The research addresses the gap between conventional vocabulary teaching methods and the need for engaging, technology-enhanced learning experiences. Through a qualitative approach involving 35 participants over a one-week intensive observation period, this study employed interviews, questionnaires, and classroom observations to gather data. The findings reveal that 85% of students demonstrated increased motivation and engagement when learning vocabulary through Kahoot!, with 78% reporting improved retention of new words. Students particularly appreciated the competitive elements and immediate feedback features of the platform. The study concludes that gamification through Kahoot! positively influences students' vocabulary learning experience, suggesting its potential as an effective supplementary tool in English language education. However, considerations regarding technical infrastructure and careful implementation planning are necessary for optimal results.