eprintid: 10499 rev_number: 6 eprint_status: archive userid: 48 dir: disk0/00/01/04/99 datestamp: 2026-04-18 02:47:10 lastmod: 2026-04-18 02:47:10 status_changed: 2026-04-18 02:47:10 type: thesis metadata_visibility: show creators_name: Priska, Devi creators_NPM: 031114072 contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Entis, Sutisna contributors_name: Asih, Wahyuni contributors_NIDN: 0405076901 contributors_NIDN: 0423088304 corp_creators: Universitas Pakuan corp_creators: Fakultas Keguruan dan Ilmu Pendidikan corp_creators: Pendidikan Bahasa Inggris title: The Use Quizizz Application as Game Based English Leraning the Clasroom ispublished: pub subjects: 20 divisions: Pro_PBEN full_text_status: none 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. date: 2020 date_type: published institution: Universitas Pakuan department: Pendidikan Bahasa Inggris thesis_type: Skripsi thesis_name: Sarjana citation: Priska, Devi (2020) The Use Quizizz Application as Game Based English Leraning the Clasroom. Skripsi thesis, Universitas Pakuan.