THE EFFECTIVENESS OF QUIZIZZ AS A GAMIFICATION PLATFORM IN ENHANCING THE STUDENTS’ READING COMPREHENSION IN DIFFERENT LEVELS OF MOTIVATION FOR THE EIGHTH-GRADE STUDENTS OF SMP NEGERI 3 AMBARAWA IN THE ACADEMIC YEAR 2024/ 2025

Ramadhan, Hikmatyyar Syahril (2025) THE EFFECTIVENESS OF QUIZIZZ AS A GAMIFICATION PLATFORM IN ENHANCING THE STUDENTS’ READING COMPREHENSION IN DIFFERENT LEVELS OF MOTIVATION FOR THE EIGHTH-GRADE STUDENTS OF SMP NEGERI 3 AMBARAWA IN THE ACADEMIC YEAR 2024/ 2025. Other thesis, IAIN SALATIGA.

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HIKMATYYAR SYAHRIL RAMADHAN - THESIS - THE EFFECTIVENESS OF QUIZIZZ AS A GAMIFICATION PLATFORM IN ENHANCING STUDENTS.pdf

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THE EFFECTIVENESS OF QUIZIZZ AS A GAMIFICATION PLATFORM IN ENHANCING THE STUDENTS’ READING COMPREHENSION IN DIFFERENT LEVELS OF MOTIVATION FOR THE EIGHTH-GRADE STUDENTS OF SMP NEGERI 3 AMBARAWA IN.pdf

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Abstract

Ramadhan, Hikmatyyar Syahril, Postgraduate in English Education Department, State Islamic University (UIN) Salatiga, 2025, Title “The Effectiveness of Quizizz as a Gamification Platform in Enhancing The Students' Reading Comprehension in Different Levels of Motivation for the Eighth-Grade Students of SMP Negeri 3 Ambarawa in the Academic Year 2024/ 2025” under the guidance of Noor Malihah, M.Hum, P.hD. This research investigated the effectiveness of Quizizz in enhancing the students' reading comprehension at different levels of motivation. The study aimed to analyze students' reading comprehension profiles before and after the implementation of Quizizz, and measure the significance of students' reading comprehension improvement of Quizizz in enhancing students' reading comprehension and motivation. The research employed a quasi-experimental design, involving two classes of the eighth-grade students, namely the experimental class group about 33 students which use Quizizz as the media to enhance students’ reading comprehension, and the control class group about 34 students which only use conventional teaching style. This research conducted in SMP Negeri 3 Ambarawa in the academic year 2024/2025. The findings revealed that there were two categories of students’ profile before implementing Quizizz, high and middle level. The categories can be found from calculating students’ pretest and posttest mean score. There were 14 students with high motivation and 19 students with middle motivation levels. After the implementation, the number of highly motivated students increased to 19, while students with middle motivation levels decreased to 14. The paired sample test indicated that there was an increase in students' motivation after using Quizizz, with a mean difference of -2.939. The significance value (Sig. 2-tailed) was 0.057, slightly above 0.05. The results suggested that Quizizz was an effective gamification platform for enhancing students' reading comprehension, especially for students with middle motivation levels. Keyword: Quizizz, Gamification, Reading Comprehension, Motivation Level

Item Type: Thesis (Other)
Subjects: Bahasa
Depositing User: Unnamed user with email bimoharyosetyoko@iainsalatiga.ac.id
Date Deposited: 09 Jul 2025 18:37
Last Modified: 09 Jul 2025 18:37
URI: http://e-repository.perpus.uinsalatiga.ac.id/id/eprint/24746

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