IMPROVING STUDENT MOTIVATION AND LEARNING OUTCOMES IN ENGLISH LANGUAGE SUBJECT THROUGH INTERACTIVE GAME MEDIA QUIZIZZ

Authors

  • Nurullita Dhea Pangestika Universitas Negeri Semarang

Keywords:

Motivation, Learning Outcomes, Quizizz

Abstract

This research focuses on improving the motivation and learning outcomes of 7th grade students in class VII E at SMP N 1 Semarang during the 2022/2023 academic year by utilizing interactive game media, Quizizz. Classroom action research was conducted, consisting of two cycles involving planning, implementation, observation, and reflection. Data were collected from students' learning outcomes, motivation, observation, and documentation. The study included 34 participants from class VII E.The findings revealed significant improvements in the students' English language learning outcomes. In the first cycle, the learning outcomes reached 76%, indicating satisfactory achievement at the initial stage of using Quizizz. The second cycle showed further improvement, with learning outcomes reaching 79%, demonstrating sustained progress in English language proficiency. The most notable improvement occurred in the second cycle, with learning outcomes reaching 95%, representing a significant and remarkable enhancement compared to the previous stage. Moreover, the students in class VII E experienced an increase in learning motivation through the use of Quizizz. In the first cycle, there was a substantial improvement in learning motivation, with students exhibiting good motivation increasing to 74%. In the second cycle, the level of learning motivation remained stable, with the majority of students (62%) demonstrating good motivation.Based on these findings, it can be concluded that the implementation of the Quizizz platform in English language learning has positively contributed to improving the learning outcomes and motivation of students in class VII E at SMP Negeri 1 Semarang.

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Published

2023-11-16

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Section

Articles