STUDENTS’ PERCEPTION TOWARD THE USE OF QUIZIZZ GAME IN IMPROVING VOCABULARY MASTERY TO THE NINTH GRADE STUDENTS AT SMPN 1 KAUMAN TULUNGAGUNG

Rindi Yuliana, 12203183310 (2022) STUDENTS’ PERCEPTION TOWARD THE USE OF QUIZIZZ GAME IN IMPROVING VOCABULARY MASTERY TO THE NINTH GRADE STUDENTS AT SMPN 1 KAUMAN TULUNGAGUNG. [ Skripsi ]

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Abstract

ABSTRACT Yuliana, Rindi. Student Register Number. 12203183310. “Students’ Perception Toward The Use Of Quizizz Game In Improving Vocabulary Mastery To The Ninth Grade Students At Smpn 1 Kauman Tulungagung” Sarjana Thesis. English Education Department. Faculty of Tarbiyah and Teacher Training. State Islamic University (UIN) of Sayyid Ali Rahmatullah. Advisor Dr. Dwi Astuti Wahyu Nurhayati, S.S., M. Pd. Keywords: Students’ Perception, Quizizz Game, Vocabulary. The spreading of the covid-19 virus has made the education system implement a blended learning system to avoid the spread of the covid-19 virus. Therefore, teachers must also be able to keep students active with new teaching strategies. One of them is by using an interactive quiz that can be accessed by students through their respective gadgets. The right media to use is Quizizz. Quizizz is a web-based interactive quiz media that can be accessed by students through their respective gadgets through a code given by the teacher. Quizizz can be used as a medium for learning and practicing, such as strengthening vocabulary in English subjects. The purpose of this study was to investigate students' perceptions of the role of Quizizz as a learning medium to increasing students vocabulary. Subjects in this study were grade 9 students at SMPN 1 Kauman Tulungagung. The design of this study used the Quantitative Survey method. The researcher used questionnaire data through Google Form which amounted to 29 statements with a rating score of 1 strongly disagree, score 2 disagree, score 3 agree, and score 4 strongly agree and then distribute it to 72 respondents determined by purposive sampling. Researchers used descriptive statistics for data analysis techniques. The results of this study indicate that the average student gives a positive perception of the use of Quizizz Game as a learning medium. Among them, is as an interesting media, easy to use and accessible by students, as a medium that can increase motivation to learn, and able to increase student concentration. To increase students' vocabulary, they also give positive perceptions. Among them, they are able to compose words, then understand the meaning or meaning of a vocabulary, and they are also able to apply the use of vocabulary into a sentence. According to the participants' arguments, the researcher concluded that Quizizz media is an appropriate and appropriate media to be used as a learning medium, especially to increase students' English vocabulary.

Item Type: Skripsi
Subjects: Bahasa Dan Sastra > Bahasa Inggris
Covid-19
Pendidikan > E-Learning
Pendidikan > Efektivitas Pembelajaran
Pendidikan > Guru
Pendidikan > Media Pembelajaran
Pendidikan > Motivasi Belajar
Pendidikan > Pendidikan Menengah Pertama
Pendidikan > Pembelajaran
Pendidikan > Peserta Didik
Pendidikan > Strategi Pembelajaran
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 12203183310 RINDI YULIANA
Date Deposited: 02 Aug 2022 06:50
Last Modified: 02 Aug 2022 06:50
URI: http://repo.uinsatu.ac.id/id/eprint/28477

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