Claim Missing Document
Check
Articles

Found 1 Documents
Search

IMPROVING STUDENTS VOCABULARY MASTERY BY USING QUIZIZZ GAME BASED LEARNING AT JUNIOR HIGH SCHOOL Pratiwi, Annisa Dwi; Tuna, Jim R.; Samola, Nurmin
SoCul: International Journal of Research in Social Cultural Issues Vol. 2 No. 4 (2022): SoCul: International Journal of Research in Social Cultural Issues
Publisher : Faculty of Language and Arts (Fakultas Bahasa dan Seni) Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/r6gwq656

Abstract

This study was conducted to determine whether the use of Quizizz game based learning applications can improve students vocabulary mastery or not especially in SMP Negeri 6 Tondano In conducting this research a quantitative method with a pre experimental design was used The subject of this research is one of the classes namely the ninth grade IX at SMP Negeri 6 Tondano totaling 15 students Data collection instruments were pre test before treatment and post test after treatment The tests were in the form of multiple choice and matching tests The results of this study showed that the average scores of the post test is higher 88 33 than the mean scores of the pre test 43 33 Based on the results of the study it was concluded that the use of Quizizz game based learning media was very effective and succeeded in improving students vocabulary especially on the meaning of words and equivalent meaning synonyms and making students more active and class learning more fun < p>