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Analysis of the Effectiveness of Quizizz and Kahoot Gamification Learning Media on Improving Students' Conceptual Understanding: An Empirical Study at STKIP Budidaya Binjai Poppy Hasnah Harahap; Pane, Sri Hartati; Susanty Siregar, Susi; Irhami Tanjung, Syahri; Beru Ginting, Sri Ulina; Rahmat Kartolo; Sutikno
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1697

Abstract

The transformation of digital era learning necessitates the adoption of educational technology that is responsive to the cognitive characteristics of contemporary students. This study explores the comparative effectiveness of the Quizizz and Kahoot gamification platforms in improving the conceptual understanding of STKIP Budidaya Binjai students. Using a quasi- experimental design with a pretest-posttest control group involving ninety (n=90) students distributed into three groups: experimental group 1 (Quizizz, n=30), experimental group 2 (Kahoot, n=30), and a control group (conventional method, n=30). The learning intervention was implemented for eight weeks in the Indonesian Language Learning Strategy course. Data collection instruments included a conceptual understanding test, an academic engagement questionnaire, and participant observation. Significant findings indicated that the Quizizz group showed a 34.7% increase in mean scores (from 62.3 to 84.0), the Kahoot group increased by 28.5% (from 61.8 to 79.4), while the control group only increased by 12.3% (from 63.1 to 70.9). Academic engagement showed that 87.3% of students in the Quizizz group and 83.7% in the Kahoot group reported high motivation compared to 54.2% in the control group. The distinguishing characteristics of the two platforms—self-paced, self-paced learning on Quizizz versus real-time competitive learning on Kahoot—resulted in different learning outcome profiles: Quizizz excelled in deep understanding and long-term retention, while Kahoot excelled in immediate recall and class enthusiasm. The study recommends strategic integration of the two platforms based on specific learning objectives and pedagogical contexts. Implications of the study indicate the need for institutional support in technological infrastructure and faculty professional development to optimize gamification-based learning
Analysis of Language Errors in The Writing Aspect of Observation Report Texts Students at MTS Pancasila Susanty Siregar, Susi; Rahmat Kartolo; Sutikno; Ahmad Laut Hasibuan; Julpirman Siregar
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1713

Abstract

This study aims to analyze the language errors contained in the observation report texts (LHO) of class VII A students of MTS Pancasila Tanjung Beringin and identify the causal factors to improve the quality of writing learning. This study uses a qualitative approach with descriptive methods and document analysis study types. The research data are in the form of 24 observation report texts written by class VII A students. The study found a total of 847 language errors from 24 essays (an average of 35.3 errors per essay). The distribution of errors based on category is: (1) punctuation errors 287 errors (33.9%); (2) sentence structure errors 180 errors (21.3%); (3) spelling errors 156 errors (18.4%); (4) diction errors 154 errors (18.2%); and (5) cohesion-coherence errors 70 errors (8.3%). The most dominant type of error was the use of commas (156 errors, 18.4% of the total), followed by subject-predicate mismatch (67 errors, 7.9%), and inappropriate word choice (89 errors, 10.5%). Analysis of the causes of errors revealed that errors were mainly caused by: (1) pedagogical factors (40%) - minimal emphasis on learning punctuation and sentence structure; (2) psycholinguistic factors (30%) - limited working memory and lack of attention when writing; (3) intralingual error (20%) - imperfect mastery of Indonesian language rules; and (4) interlingual error and sociolinguistic factors (10%) - the influence of everyday language and regional languages. Grade VII A students still experienced a high level of language errors in writing observation report texts, especially in the aspects of punctuation and sentence structure. The results can serve as a basis for teachers to design more targeted remediation programs and improve the overall quality of writing instruction