THE EFFECT OF QUIZIZZ GAME APPLICATION ON GRAMMAR MASTERY AT THE 10TH GRADERS OF MAN 02 JOMBANG

ENGGAR DWI SEPTIAN, 12203193025 (2023) THE EFFECT OF QUIZIZZ GAME APPLICATION ON GRAMMAR MASTERY AT THE 10TH GRADERS OF MAN 02 JOMBANG. [ Skripsi ]

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Abstract

Septian, Enggar Dwi. Student Registered Number. 12203193025. 2023. The Effect of Quizizz Game Application on Grammar Mastery at the 10th Graders of MAN 02 Jombang. Thesis. English Department. Faculty of Tarbiyah and Teaching Training. State Islamic University (UIN) Sayyid Ali Rahmatullah Tulungagung. Supervisor: Dr. Dwi Astuti Wahyu Nurhayati, S.S., M.Pd. Keyword: Quizizz, game, grammar, mastery. In learning English, there were many media that could be used by teachers to facilitated the delivery of material. Quizizz application was one of media that could be used. In this study, the researcher has tried to teach using Quizizz media in order to give positive effect to the students’ grammar mastery. The problem of this study was “Do the 10th grade students at MAN 02 Jombang who are taught by using Quizizz gain better scores in grammar than before they are taught by using Quizizz?”. The objective of study in this research was to assess the effect of Quizizz application as a medium on the 10th graders’ grammar mastery at MAN 02 Jombang.The research method used in this research is Quantitative method, and the design used is Pre-experimental with one group of Pretest-Posttest. The research’s populations were the 10th grade students of MAN 02 Jombang, which consisted of 10 classes of 3 Science classes, 4 Social classes, 2 Religion classes, and 1 Language classes. In this study, researcher used the Random Sampling method as the basis for selecting the sample used in this study. The sample used was class X IPS 3 which was 35 students in total. Validation used was content validity and construct validity, and SPSS 26 was used to analyze and calculated the data.The results of data analysis showed the results of this study. Before it was treated, the average of students’ value was 62.46 with the level of students’ mastery were 28,58% students passed and 71,42% students failed. After the treatment given, there was significant improvement. The average value of students was 84.58 with the level of students’ mastery were 80% students passed and 20% students failed. Then, the result of statistical data using the t-test calculation as follows: the significance value (2-tailed) was 0.000 at t-table 5%, therefore the sig. (2-tailed) = 0.000 < t-table 0.05. It could be seen that the result was bigger than the t-table, so, it could be concluded that Quizizz game application as media gave significant effect toward students’ grammar mastery.

Item Type: Skripsi
Subjects: Pendidikan > Efektivitas Pembelajaran
Pendidikan > Media Pembelajaran
Pendidikan > Metode Pembelajaran
Pendidikan > Motivasi Belajar
Pendidikan > Pendidikan Menengah Atas
Divisions: Fakultas Tarbiyah Dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: 12203193025 ENGGAR DWI SEPTIAN
Date Deposited: 30 Oct 2023 04:08
Last Modified: 30 Oct 2023 04:08
URI: http://repo.uinsatu.ac.id/id/eprint/41553

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