Students’ Perception of Using Quizizz Application in Reading CLASS at SMA Negeri 11 Palembang

ISWANDI, LINA (2025) Students’ Perception of Using Quizizz Application in Reading CLASS at SMA Negeri 11 Palembang. S-1 thesis, Universitas Tridinanti.

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Abstract

ABSTRACT In the digital era, where educational practices are rapidly evolving, integrating technology into classrooms is vital to boost students’ engagement and learning outcomes. Game-based learning applications, such as Quizizz, are increasingly used to enhance interactive learning experiences and support student-centered instruction. This study aims to investigate students’ perceptions and the perceived benefits of using the Quizizz application in reading lessons at SMA Negeri 11 Palembang in the 2024/2025 academic year. Grounded in the Technological Pedagogical Content Knowledge (TPACK) framework, the research examines how digital tools support English language learning, particularly reading comprehension, by blending technology with pedagogy and content knowledge. A quantitative approach with a survey method was employed, involving 132 tenth-grade students selected through purposive sampling. Data were collected using a closed-ended questionnaire based on five aspects: Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Attitude (A), Skill Engagement (SKE), and Interaction Engagement (IE), utilizing a Likert scale for responses. The results show that students generally have positive perceptions of Quizizz, highlighting its interactive interface, instant feedback, and motivational features such as leaderboards and multimedia content. Students reported that the application helps improve their reading class by making the learning process more enjoyable, dynamic, and accessible. They also felt more motivated to participate actively during reading activities. Quantitative findings reveal that 55.74% and 56.90% of students, respectively, selected "Agree" and "Strongly Agree" responses on key items, indicating an overall positive perception and benefits of using the Quizizz application in reading class. Overall, these results indicate that in terms of both students’ perceptions and the benefits of the Quizizz application, learners have a highly positive view of its use in reading classes. Its gamification features, ease of use, and engaging design effectively motivate students, reduce mental effort, and improve focus and comprehension. Quizizz also enhances students’ confidence, promotes active participation, and fosters meaningful interaction with peers and teachers. These findings suggest that Quizizz is an effective, user-friendly, and valuable tool for improving learning experiences and outcomes in reading classes. Keywords: Perception, Quizizz Application, Reading Class, Game-Based Learning, TPACK Framework, Educational Technology

Item Type: Thesis (S-1)
Subjects: J Political Science > J General legislative and executive papers
L Education > L Education (General)
P Language and Literature > PE English
P Language and Literature > PF West Germanic
Divisions: Fakultas FKIP > S1 Pendidikan Bahasa Inggris
Depositing User: Ny LINA ISWANDA
Date Deposited: 07 Aug 2025 03:11
Last Modified: 07 Aug 2025 03:11
URI: http://repository.univ-tridinanti.ac.id/id/eprint/10086

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