Skripsi English
The use quizizz Application as game based English Leraning the Clasroom
Entering the 21st century, using technology in the classroom has become
important. To maximize successful learning, educators need effective tools that can
increase motivation and support student activity, one of which is by using Quizizz
application. This research aims to contribute to a more modern learning process
using the quizizz application. This research applied a qualitative approach, the
method used is descriptive method using game based English learning in the
classroom. This reseach concluded that Quizizz Application as Game Bases English
Language in the classroom can increase students interest in the learning process.
The Quizizz application has a quite big role in learning English language in the
classroom, especially in the evaluation process, an interactive and fun learning
experience, active students involvement and increasing student motivation and
interest in the learning process. In addition, the features of the Quizizz application
can also help develop skills in the 21st century which is really needed by students.
The suggestion that the author can give are the teachers can improved the ways in
the process of doing the task using Quizizz application as game based English
learning in the classroom.
Keywords : Quizizz Application, Game Based Learning, English Language.
2020SE0058.C1 | 58 DEV T 2020 | Rak Skripsi English (rse) | Tersedia |
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