    {
      "lastmod": "2026-04-18 02:47:10",
      "type": "thesis",
      "ispublished": "pub",
      "metadata_visibility": "show",
      "status_changed": "2026-04-18 02:47:10",
      "institution": "Universitas Pakuan",
      "subjects": [
        20
      ],
      "date_type": "published",
      "thesis_type": "Skripsi",
      "department": "Pendidikan Bahasa Inggris",
      "eprint_status": "archive",
      "rev_number": 6,
      "date": 2020,
      "eprintid": 10499,
      "uri": "http:\/\/eprints.unpak.ac.id\/id\/eprint\/10499",
      "creators": [
        {
          "NPM": 31114072,
          "name": {
            "lineage": null,
            "given": "Devi",
            "family": "Priska",
            "honourific": null
          }
        }
      ],
      "datestamp": "2026-04-18 02:47:10",
      "divisions": [
        "Pro_PBEN"
      ],
      "title": "The Use Quizizz Application as Game Based English Leraning the Clasroom",
      "contributors": [
        {
          "type": "http:\/\/www.loc.gov\/loc.terms\/relators\/THS",
          "NIDN": 405076901,
          "name": {
            "lineage": null,
            "given": "Sutisna",
            "family": "Entis",
            "honourific": null
          }
        },
        {
          "type": "http:\/\/www.loc.gov\/loc.terms\/relators\/THS",
          "NIDN": 423088304,
          "name": {
            "lineage": null,
            "given": "Wahyuni",
            "family": "Asih",
            "honourific": null
          }
        }
      ],
      "abstract": "Entering the 21st century, using technology in the classroom has become\r\nimportant. To maximize successful learning, educators need effective tools that can\r\nincrease motivation and support student activity, one of which is by using Quizizz\r\napplication. This research aims to contribute to a more modern learning process\r\nusing the quizizz application. This research applied a qualitative approach, the\r\nmethod used is descriptive method using game based English learning in the\r\nclassroom. This reseach concluded that Quizizz Application as Game Bases English\r\nLanguage in the classroom can increase students interest in the learning process.\r\nThe Quizizz application has a quite big role in learning English language in the\r\nclassroom, especially in the evaluation process, an interactive and fun learning\r\nexperience, active students involvement and increasing student motivation and\r\ninterest in the learning process. In addition, the features of the Quizizz application\r\ncan also help develop skills in the 21st century which is really needed by students.\r\nThe suggestion that the author can give are the teachers can improved the ways in\r\nthe process of doing the task using Quizizz application as game based English\r\nlearning in the classroom.\r\nKeywords : Quizizz Application, Game Based Learning, English Language.",
      "userid": 48,
      "dir": "disk0\/00\/01\/04\/99",
      "thesis_name": "Sarjana",
      "full_text_status": "none",
      "corp_creators": [
        "Universitas Pakuan",
        "Fakultas Keguruan dan Ilmu Pendidikan",
        "Pendidikan Bahasa Inggris"
      ]
    }