Afisya, Anggi Rifky (2024) ADVANTAGES OF USING QUIZIZZ AS GAMIFICATION IN MA MUHAMMADIYAH 1 MALANG. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
Quizizz is an application that is used to conduct quizzes. This research examines students' views regarding the application of Quizizz in learning activities.
This research uses mixed methods, namely quantitative and qualitative methods. Data collection for quantitative methods uses questionnaires and interviews. Data collection for qualitative methods uses interviews.
The results of this research show that the Quizizz application has a positive impact on students. Based on student perceptions, the Quizizz application is easy to use, is a fun learning medium, and is not boring. However, some students think that the Quizizz application has a drawback, namely that it requires a fairly stable internet connection. In the future, it is hoped that the use of the Quizizz application can be expanded to be applied in the learning process.
Item Type: | Thesis (Undergraduate) |
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Student ID: | 201910100311005 |
Keywords: | Quizizz app, quizzes, gamification learning, online learning. |
Subjects: | P Language and Literature > PE English T Technology > T Technology (General) |
Divisions: | Faculty of Teacher Training and Education > Department of English Language Education (88203) |
Depositing User: | 201910100311005 kikoanggi02 |
Date Deposited: | 29 Apr 2024 08:05 |
Last Modified: | 29 Apr 2024 08:05 |
URI: | https://eprints.umm.ac.id/id/eprint/5912 |