International Journal of English Language and Linguistics Research (IJELLR)

EA Journals

Gamification

Quizizz as a Students’ Reading Comprehension Learning Media: A Case Study at the Eleventh Grade of Dwi Putra Bangsa Vocational School in Cimanggu (Published)

This study aims to find out the use of quizizz application as a learning media and contribution of smartphone-game based online learning in the eleventh grade of Dwi Putra Bangsa Vocational School in Cimanggu Pandeglang Banten. One of the important components in education is the use of learning media. The fact that at technology plays a much larger role in the digital era than it did. Nowadays millennial generation having a high level of technological literacy. This literacy coupled with recent technological advances has led to the expansion of education. From the millennial generation, these are the generations that are in classroom today and they share unique characteristics that define their generations expect to be engaged in their learning activity, technology has to be embraced in today’s education and teachers have to apply part of the students learning. This paper reviews the generations of learners that teach today and how these generations impacted the transformation of education. In the paper also presents some of the emerging technologies and discusses the transformation to invent new forms of teaching and learning as well as the redesigning and rethinking education in the digital era. This research was conducted at the Dwi Putra Bangsa Vocational High School in Cimanggu Pandeglang Banten. The subjects of this study were teacher and eleventh grade students of Computer and Network Engineering Department (TKJ). The result of this study showed that usage of quizizz as a learning media can make students enthusiastic in participating in learning activity, so students can focus and maximizes their mobile phone as a fun learning media. The concept of maximum learning will help students’ reading comprehension skill in English Learning. So it will improving students learning outcomes in school.

 

Keywords: Case Study, Gamification, Reading Comprehension, interactive and communicative teaching, mobile assisted language learning, quizizz

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