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Using Quizizz for Learning Evaluation as a Gamification-Based Learning Platform from the Perspective of Senior High School Students

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Academic year: 2025

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USING QUIZIZZ FOR LEARNING EVALUATION AS A GAMIFICATION-BASED LEARNING PLATFORM

FROM THE PERSPECTIVE OF SENIOR HIGH SCHOOL STUDENTS

SKRIPSI

Diajukan untuk memenuhi salah satu syarat memperoleh gelar Sarjana Pendidikan Pendidikan Bahasa Inggris

pada Fakultas Tarbiyah IAIN Bone

Oleh SARAMIANTI

882032021013

FAKULTAS TARBIYAH

INSTITUT AGAMA ISLAM NEGERI BONE 20

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BAB 1 PENDAHULUAN

A. LATAR BELAKANG MASALAH

To meet world need education in this millennium era is necessary integration of information and communication technology in the world of education. One of the methods what can be put into practice is use game- based learning methods (game-based learning). Students understand the material better provided by the teacher with assistanc appropriate learning environment (Cristiyanda, G., & Sylvia, 2021)). Currently there are methods and learning media used general. In the world of education, making Mathematics is one of the subjects which is impossible to escape technological development itself, so in this case it makes mathematics become one of the sciences that has The role is quite important for every level education is always there and used as mandatory subjects.

Because with the media appropriate learning used by a teacher in the teaching and learning process school. This is supported by the emergence online game-based educational applications such as Kahoot!, Socrative, iClickers, Edpuzzle and Quizizz has been used by many parties, both at educational level from elementary school, middle school, high school and college level high country. However, in this of course applications based on online games too its use needs to be monitored. Do not let by instead utilizing based applications game , where in this is with using gadgets/cellphones instead students lose track of time.

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Learning methods by using this game you can provide new learning experiences to students (Annisa, R., & Erwin, 2021) Students become more active, the learning atmosphere is good more dynamic and enjoyable learning experience more in general is some benefits that can be obtained from use These are game-based applications (Ardiansyah, 2022). This is also supported by previous research literature that use of learning-based environments technology is generally considered better rather than traditional systems (Asria, L., Sari, D. R., Ngaini, S. A., Muyasaroh, U., &

Rahmawati, 2021).

Quizizz is a quiz application created to increase students’ motivation in learning, where this application is designed to be as fun as possible with various advanced features so that students are enthusiastic about being active and involved in the learning process in class through gamification- based learning.

Quizizz emerged as a form of utilizing current technological developments, with the widespread use of smartphones among teenagers, especially students, being an important factor why this technology was created

All users quizizz app can play or use this program and users can take a free quiz in or on outside the classroom with internet quota without having to subscribe and pay. With Quizizz, students can take quizzes during processing time with time their own choice. Of many Quizizz's advantages compared to other applications, advantages of the quizizz application

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Among other things, there is a scoreboard allows quiz takers to know their scores them and scores are compared across participants others (Wihartanti, L. V., Wibawa, R. P., Astuti, R. I., & Pangestu, 2019). So, students can motivated because of the participant's score quizizz can be seen by other quizizz participants because if their score is high it will be gives a sense of pride. Several previous studies have conduct research on variation how to use the Quizizz application anddifferent methods. Studies that done this has shown that use of the Quizizz application in the process teaching and learning has its benefits pretty good.

The aim of this research is to knowing students' perceptions of effectiveness Quizizz in English subjects. Student given homework to complete quiz before being given material in face-to-face class advance.

Because the quiz is given beforehand, students expected to get used to material at home and before tackling the topic in the classroom. Of the survey respondents, they were students who is studying English subjects at SMAN 2 BONE. This research tests several aspects of indicators for using Quizzizz Alone. Is Quizizz an app that fun and how students get the benefits of using Quizizz in English lessons as well as level of understanding material, active learning, motivation and interest in studying the material that must be mastered students in English subjects.

B. RUMUSAN MASALAH PENELITIAN

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