The Effect of Quizwhizzer Game as Gamification to Motivate and Improve Learning Outcomes of English Learners in Vocational School

Motivation plays a crucial role in the student learning process, especially in the context of learning English. Students' success in acquiring language skills is directly influenced by their level of motivation. Low learning motivation can result from monotonous learning techniques that are less effective in stimulating students' enthusiasm for learning, negatively impacting their academic achievement. This research focuses on increasing student learning motivation and outcomes using QuizWhizzer as a gamification tool. The purpose of this study is to investigate how the gamification of learning activities with QuizWhizzer influences students' motivation and learning outcomes in English classes. Using a pretest-posttest design with one group, this research is classified as pre-experimental. High school students from SMKN 15 Samarinda were selected as research subjects using purposive sampling. Questionnaires and tests were employed to collect data on learning motivation and outcomes. The QuizWhizzer program was integrated into learning activities after the pre-test, followed by a post-test and a questionnaire. The results showed a significant increase in both motivation and learning outcomes. The average pretest score increased from 48.12 to 79.62 in the post-test, with an N-Gain of 0.61 classified as medium. The students' learning motivation was also categorized as very high, with an average score of 85.23%. This study provides valuable insights into the effectiveness of gamified learning activities in enhancing students' motivation and academic performance in English.

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Publication Details

Journal
JIM Jurnal Ilmiah Mahasiswa Pendidikan Sejarah
Published
2024-08-19
DOI
https://doi.org/10.24815/jimps.v9i3.31401
Primary Topic
Technology-Enhanced Education Studies
Type
article
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article

The Effect of Quizwhizzer Game as Gamification to Motivate and Improve Learning Outcomes of English Learners in Vocational School

Ahmad Fauzi, Dzul Rachman
JIM Jurnal Ilmiah Mahasiswa Pendidikan Sejarah
Technology-Enhanced Education Studies
article

The Effect of Quizwhizzer Game as Gamification to Motivate and Improve Learning Outcomes of English Learners in Vocational School

Ahmad Fauzi, Dzul Rachman
article en

Abstract

Motivation plays a crucial role in the student learning process, especially in the context of learning English. Students' success in acquiring language skills is directly influenced by their level of motivation. Low learning motivation can result from monotonous learning techniques that are less effective in stimulating students' enthusiasm for learning, negatively impacting their academic achievement. This research focuses on increasing student learning motivation and outcomes using QuizWhizzer as a gamification tool. The purpose of this study is to investigate how the gamification of learning activities with QuizWhizzer influences students' motivation and learning outcomes in English classes. Using a pretest-posttest design with one group, this research is classified as pre-experimental. High school students from SMKN 15 Samarinda were selected as research subjects using purposive sampling. Questionnaires and tests were employed to collect data on learning motivation and outcomes. The QuizWhizzer program was integrated into learning activities after the pre-test, followed by a post-test and a questionnaire. The results showed a significant increase in both motivation and learning outcomes. The average pretest score increased from 48.12 to 79.62 in the post-test, with an N-Gain of 0.61 classified as medium. The students' learning motivation was also categorized as very high, with an average score of 85.23%. This study provides valuable insights into the effectiveness of gamified learning activities in enhancing students' motivation and academic performance in English.

JIM Jurnal Ilmiah Mahasiswa Pendidikan SejarahVol. 9(3)
Universitas Muhammadiyah Kalimantan Timur
Openalex Percentile: Top 71%
Technology-Enhanced Education Studies
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The Effect of Quizwhizzer Game as Gamification to Motivate and Improve Learning Outcomes of English Learners in Vocational School — Ahmad Fauzi, Dzul Rachman · JIM Jurnal Ilmiah Mahasiswa Pendidikan Sejarah (2024) | TGRS Research Map | TGRS