The Role of Quizwhizzer in Enhancing Students’ Interest in English at The Eighth Grade Students of SMPN 1 Taluditi
Abstract
This research investigates the role of QuizWhizzer, an interactive game based learning application, in enhancing the interest of eighth-grade students at SMP N 1 Taluditi in learning English. This quantitative and descriptive research design uses data collection techniques, namely questionnaires and classroom observations. This research assessed changes in student interest before and after the implementation of QuizWhizzer for three weeks. The results showed a significant increase in student interest, with the average score increasing from 51.33% to 82.81%. Indicators such as curiosity, engagement, and intrinsic motivation increased, indicating that QuizWhizzer successfully created a more interesting and enjoyable learning environment and highlighted the potential of technology in revitalizing language learning in secondary schools.
Keywords: Quizwhizzer, Students’ Interest, Game-based Learning, English
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