Priska, Devi (2020) The Use Quizizz Application as Game Based English Leraning the Clasroom. Skripsi thesis, Universitas Pakuan.
Full text not available from this repository.Abstract
Entering the 21st century, using technology in the classroom has become important. To maximize successful learning, educators need effective tools that can increase motivation and support student activity, one of which is by using Quizizz application. This research aims to contribute to a more modern learning process using the quizizz application. This research applied a qualitative approach, the method used is descriptive method using game based English learning in the classroom. This reseach concluded that Quizizz Application as Game Bases English Language in the classroom can increase students interest in the learning process. The Quizizz application has a quite big role in learning English language in the classroom, especially in the evaluation process, an interactive and fun learning experience, active students involvement and increasing student motivation and interest in the learning process. In addition, the features of the Quizizz application can also help develop skills in the 21st century which is really needed by students. The suggestion that the author can give are the teachers can improved the ways in the process of doing the task using Quizizz application as game based English learning in the classroom. Keywords : Quizizz Application, Game Based Learning, English Language.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Subjects: | Fakultas Keguruan dan Ilmu Pendidikan > PENDIDIKAN BAHASA INGGRIS |
| Divisions: | Fakultas Keguruan & Ilmu Pendidikan > Pendidikan Bahasa Inggris |
| Depositing User: | PERPUSTAKAAN FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN UNPAK |
| Date Deposited: | 18 Apr 2026 02:47 |
| Last Modified: | 18 Apr 2026 02:47 |
| URI: | http://eprints.unpak.ac.id/id/eprint/10499 |
Actions (login required)
![]() |
View Item |

