Improving Students' Vocabulary Mastery by Using Quizizz Game-Basedlearning at Junior High School
Improving Students' Vocabulary Mastery by Using Quizizz Game-Basedlearning at Junior High School
Abstract : This study was conducted to determine whether the use of Quizizz game-based
learning applications can improve students' vocabulary mastery or not, especially in
SMP Negeri 6 Tondano. In conducting this research, a quantitative method with a
pre-experimental design was used. The subject of this research is one of the classes,
namely the ninth grade (IX) at SMP Negeri 6 Tondano, totaling 15 students. Data
collection instruments were pre-test (before treatment) and post–test (after treatment).
The tests were in the form of multiple-choice and matching tests. The results of this
study showed that the average scores of the post–test is higher (88.33) than the mean
scores of the pre-test (43.33). Based on the results of the study, it was concluded that
the use of Quizizz game-based learning media was very effective and succeeded in
improving students' vocabulary, especially on the meaning of words and equivalent
meaning/synonyms, and making students more active and class learning more fun.
Keywords : Vocabulary, Quizizz Media, Game-Based Learning
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according to Ubro et al., (2020) “Learning to solve problems in interactive and fun
is an activity where someone finds out way. Quizizz can be used accessed from a
something from, they do not know and computer or mobile device as long as the
finally became aware”. device is connected to the internet.
In Indonesia, English has been “Quizizz is also a learning application for
abolished at the elementary level because students to play games, take quizzes, and
it gives students time to deepen their discuss with teachers and friends” (Pavita,
Indonesian language first. Therefore, in Maria, 2021)
teaching English to junior high school According to Mozes & Liando, (2020),
students, we must first learn a lot of “Vocabulary is very important in learning
vocabulary. Regarding vocabulary, based a language, an interesting activity as well
on observations in class IX at SMP as a good environment is needed to
NEGERI 6 TONDANO, students must influence the brain of a very young learner
learn or know some vocabularies such as and the motivation to master it.”
verbs, adjectives, and nouns in descriptive Nowadays, students spend more time with
and narrative texts, daily conversations and cell phones or other electronic devices in
so on. However, students have little their daily lives. That way, using the
mastery of vocabulary because they face Quzizz media that can be accessed using
difficulties or problems in understanding cellphones and so on, junior high school
the meaning of words in English, students students who have just learned vocabulary
also have low motivation in learning will be more interesting and easier to
English, reading textbooks, and others. remember the meaning of various English
In addition, after the last few years, the vocabularies that they learn every day
Indonesian government adopted a distance using Quiziz learning media. Therefore,
learning system policy and provided the research was conducted with the
instructions at various levels of education intention to improve students' vocabulary
to carry out the learning process from their and make it easier for students to
respective homes due to the Covid-19 remember the meaning of English
outbreak. This makes learning more vocabulary.
difficult because the learning activity itself RESEARH METHOD
requires active participation and learning This research is included in the Pre-
from students and also requires interactive Experimental Design, with one group pre-
communication between teachers and test and post-test. “The experimental
students. However, with online learning, method is a way of learning by presenting
students are more accustomed to and where the students conduct an experiment
comfortable at home using their mobile about something, observe its process, and
phones/laptops in this digital era to write the result of the experiment, then its
requires teachers to understand or use observation result is presented in the
various new and interesting methods, classroom and is evaluated by the teacher”
models, and learning media (Maru, et al., (Hamsir, 2017). Pre-test is a test that was
2021). given to students before treatment to see
“One of the interesting and interactive students' initial abilities, while a post-test
learning media is games that can arouse is a test given to students after treatment
students' learning motivation, such as which aims to determine student learning
challenges, fantasy, and curiosity” (Irwan outcomes after being taught by applying
et al., 2019). One of the interesting types Quizizz game-based learning media.
of learning media in Indonesia is Quizizz. A pre-test and post-test were used in
Quizizz is a game-based educational the study to assess students' proficiency
application that a group of people can use with English vocabulary, with a focus on
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1 35 ΣX = 1.325
2 45 N= 15
3 45
4 75
x
5 90 x
6 40
7 50
= 88.33z
8 35
9 0 Tabel 4. The Mean Scores (x) of Pre-
10 25 Test and Post-Test (T1 T2)
11 55 Pre-Test Post-Test
12 35 ΣX (TI) 6 ΣX (T2) 1
13 40 N 50 N .325
14 45 Mean 1 Mean 1
Scores 5 Scores 5
15 35
4 8
N = 15 ΣX = 650
3.33 8.33
90
95
0
100
Subject T2
Pre-Test Post-Test
1 65
2 85 This study aims to determine whether
3 85 the use of Quizizz learning media can
4 85 improve students' vocabulary mastery or
5 95 not. According to Mamaghe, N.,
6 90 Rombepajung, P., & Hampp, P. (2021),
7 100 “Vocabulary is very important in a
8 100 language, when we learn languages such
9 70 as English; we learn language words”. But
10 85 in modern times like today, there are still
11 100 many students who find it difficult to
12 90 master English well, most of them are not
13 100 interested in learning well in English
14 100
lessons, which results in a lack of student
vocabulary, especially at SMP Negeri 6
15 75
Tondano. “Must be wise and creative
N = 15 ΣX = 1.325
enough to create interesting teaching
media to help our students understand as
much vocabulary as possible to succeed in
Mean Scores of Post-Test (T2) :
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listening, speaking, reading, and writing” test carried out before the treatment.
(Andries, F., Hammp, P., Rombepajung, Therefore, based on the results of research
P., & Lengkoan, F., 2019). Therefore, after conducted at SMP Negeri 6 Tondano, the
conducting research on Improving application of techniques using the Quizizz
Students' Vocabulary Mastery Using online learning media can improve
Quizizz Game-Based Learning Media at students' vocabulary mastery.
SMP Negeri 6 Tondano, it can be stated CONCLUSION
that Quizizz learning media can solve After analyzing and discussing the
students' problems in learning English. data, it can be concluded that the Quizizz
Learning while playing is something that learning media can be used to improve
students like, including grade IX junior students' vocabulary mastery in English
high school students at SMP Negeri 6
today. Especially, in understanding the
Tondano. Before we learn and play using meaning of words and the sinonym of
the Quizizz learning media, students find it words in verbs and adjectives. This can be
difficult to answer and understand the seen and proven from the data that has
meanings of vocabulary and synonyms of been analyzed, namely the test score
word. However, after conducting research before treatment or pre-test (T1) is lower
using the Quizizz learning media, students with a mean score of 43.33, compared to
were very enthusiastic and fully the score of the second test conducted after
participated in carrying out the teaching treatment or post-test (T2) with a mean
and learning process of English. score of 88.33. By using Quizizz learning
The results of this study indicate that media, students can easily learn in a fun
the total post-test score is higher than the way in today's technological era. students
initial test or pre-test. There were fifteen can be more active and study harder than
students who took the test and managed to usual due to healthy competition to get the
improve their ability or knowledge about highest score in the game features
the meaning and equivalent meaning contained in Quizizz.
(synonym) of new vocabulary words.
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