IMPROVING STUDENTS’ VOCABULARY MASTERY BY USING QUIZIZZ GAME–BASED LEARNING AT JUNIOR HIGH SCHOOL

Authors

  • Annisa Dwi Pratiwi Universitas Negeri Manado
  • Jim R. Tuna Universitas Negeri Manado
  • Nurmin Samola Universitas Negeri Manado

Keywords:

Vocabulary, Quizizz Media, Game-based Learning

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.

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Published

2023-07-14

How to Cite

Pratiwi, A. D. ., Tuna, J. R. ., & Samola, N. . (2023). IMPROVING STUDENTS’ VOCABULARY MASTERY BY USING QUIZIZZ GAME–BASED LEARNING AT JUNIOR HIGH SCHOOL. SoCul: International Journal of Research in Social Cultural Issues, 2(4), 627-633. Retrieved from https://ejurnal.unima.ac.id/index.php/socul/article/view/7203