Fatchurrohim, Meliarosa Viranica (2025) THE ROLE OF GAMIFIED E-QUIZIZZ IN SHAPING A POSITIVE LEARNING ATMOSPHERE. Diploma thesis, IKIP PGRI BOJONEGORO.
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MELIAROSA V F_THESIS PBI 21 - Meliarosa Viranica-1-29.pdf Download (1MB) |
Abstract
Fatchurrohim, Meliarosa. V. (2025). The Role Of Gamified E-Quizizz In Shaping A Positive Learning Atmosphere. Skripsi. English Education Department. Faculty of Languages and Arts Education. IKIP PGRI Bojonegoro. Advisor (I) Ima Isnaini Taufiqur Rohmah Advisor (II) Ayu Fitrianingsih Keywords: Gamification, Quizizz, Positive Learning Atmosphere, Student Engagement, Motivation. This qualitative case study investigates the role of gamified e-Quizizz in fostering a positive learning atmosphere among English language learners. Conducted at SMAN 1 Cepu, Blora, Central Java, the research explored students' experiences and classroom interactions when utilizing Quizizz as a learning tool. Data were collected through in-depth interviews with five students, questionnaires administered to 15 students, and documentation of student performance. Thematic analysis was employed to interpret the collected data, focusing on students' motivation, engagement, emotional responses, and collaborative efforts. The findings reveal that students perceive Quizizz as an enjoyable, motivating, and empowering learning experience, rather than merely an assessment tool. The platform's gamified features, including leaderboards, points, levels, timers, and immediate feedback, significantly boost student engagement and intrinsic motivation. Students reported increased confidence, reduced anxiety, and a greater willingness to participate actively, even those who are typically shy. The study also highlights Quizizz's substantial contribution to creating a positive classroom environment, characterized by increased interactivity, collaboration, and emotional support. Students felt more comfortable making mistakes and were encouraged to learn from them, fostering a growth mindset. These results demonstrate how Quizizz effectively addresses autonomy, competence, and relatedness. Furthermore, the findings support Krashen's Affective Filter Hypothesis, indicating that a less stressful and more enjoyable learning environment enhances language input processing and retention. In conclusion, the strategic integration of gamified tools like Quizizz can transform traditional learning settings into dynamic, student-centered spaces that promote not only academic achievement but also crucial social and emotional development.
Item Type: | Thesis (Diploma) |
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Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education P Language and Literature > PE English |
Divisions: | Faculty of Law, Arts and Social Sciences > School of Education |
Depositing User: | Ms Winarsih IKIP PGRI Bojonegoro |
Date Deposited: | 09 Sep 2025 07:58 |
Last Modified: | 09 Sep 2025 07:58 |
URI: | http://repository.ikippgribojonegoro.ac.id/id/eprint/3079 |
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