The Effectiveness of Gamification on Quizizz Online Platform to Enhance Students’ Achievement in English Language Learning

Authors

  • Shinta Putria Dewitasari Universitas Muhammadiyah Ponorogo
  • Ana Maghfiroh Universitas Muhammadiyah Ponorogo
  • Bambang Harmanto Universitas Muhammadiyah Ponorogo
  • Elok Putri Nimasari Universitas Muhammadiyah Ponorogo

Keywords:

Gamification, Quizizz, Language Learning

Abstract

The purpose of this study is to evaluate the effectiveness of using the Quizizz platform for gamification in raising students' proficiency in English. The method used is a kuasi-eksperimen with pretest-posttest designs for 32 students in grade VIII B at SMPN 1 Bungkal. Data is collected using the pre-test and post-test results from Quizizz's survey. The paired sample t-test is then used for analysis. The study's findings indicate a significant increase in the students' rata-rata scores, which went from 64.53 on the pretest to 83.91 on the posttest. The statistical analysis shows that Quizizz is effective in increasing English language learning results, with Sig. (2-tailed) = 0.001 (< 0.05). The results of this study indicate that Quizizz-based learning is more effective than traditional methods. In other words, gamification like Quizizz can be an engaging and interactive alternative to traditional teaching media.

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Published

2026-03-17

How to Cite

Dewitasari, S. P., Maghfiroh, A., Harmanto, B., & Nimasari, E. P. (2026). The Effectiveness of Gamification on Quizizz Online Platform to Enhance Students’ Achievement in English Language Learning. Proceedings of Forum for University Scholars in Interdisciplinary Opportunities and Networking, 2(1), 1030–1038. Retrieved from https://conference.ut.ac.id/index.php/fusion/article/view/6610

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