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JURDIKBUD - Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) - Vol. 1 Issue. 3 (2021)

QUIZIZZ ATAU KAHOOT, GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS

Rita Karmila Sari, Siti Nurani,



Abstract

Gamification is the comprehensive use of game features with the aim of improving student’s performance and motivation in learning. The purpose of this present research is to conduct a systematic review of previous relevant research using the Quizizz and Kahoot! in learning English during 2021. The research method employed a Literature Study through a search on the Google Scholar page. Synthesis of literature data was analyzed from various components of students’ needs in learning English using Quizziz and Kahoot! The results point out that the online learning application Quizizz and Kahoot! have various advantages for learning English, among others, increasing the students’ ability and motivation in participating in the process of learning English actively and communicatively.







DOI :


Sitasi :

0

PISSN :

2809-7181

EISSN :

2809-7173

Date.Create Crossref:

22-Apr-2022

Date.Issue :

15-Nov-2021

Date.Publish :

15-Nov-2021

Date.PublishOnline :

15-Nov-2021



PDF File :

Resource :

Open

License :