Integrating Game-Based Learning Using Quizizz to Improve Vocabulary Skills in Seventh Grade Students of SMP Negeri 2 Bangsri

Penulis

  • Dwi Wismono Setyoso Universitas PGRI Semarang
  • Wiyaka Universitas PGRI Semarang
  • Senowarsito Universitas PGRI Semarang

Kata Kunci:

Game-Based Learning, Quizizz, Vocabulary Mastery

Abstrak

This study examines the effectiveness of integrating game-based learning using Quizizz in improving the vocabulary mastery of seventh-grade students at SMP Negeri 2 Bangsri. The research method used was a quasi-experimental design with pre-test and post-test on two non-equivalent groups: the experimental group using Quizizz and the control group using conventional methods. The research instruments included a vocabulary test, a student perception questionnaire, and teacher interviews. Data analysis showed that the experimental group's average post-test scores increased significantly compared to the control group, indicating the effectiveness of Quizizz in expanding students' vocabulary. The questionnaire data showed that most students positively perceived Quizizz, stating that the platform made learning more enjoyable, interactive, and motivating. Teacher interviews reinforced these findings, mentioning that Quizizz helped provide quick feedback and encouraged passive students to become more involved, despite technical challenges such as device limitations and internet connectivity issues. Overall, the integration of Quizizz proved effective in improving learning outcomes and creating a more engaging and participatory learning environment.

Unduhan

Data unduhan belum tersedia.

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Diterbitkan

2025-08-16

Cara Mengutip

Setyoso, D. W., Wiyaka, & Senowarsito. (2025). Integrating Game-Based Learning Using Quizizz to Improve Vocabulary Skills in Seventh Grade Students of SMP Negeri 2 Bangsri. JIMU:Jurnal Ilmiah Multidisipliner, 3(02), 639–648. Diambil dari https://ojs.smkmerahputih.com/index.php/jimu/article/view/1135