Using Quizizz Gamification in Teaching Reading Comprehension
Keywords:
Ethnography, Reading comprehension, Quizizz gamificationAbstract
With the rapid development of technology in the 21st century, the use of online gamification application is believed as one of the effective strategies to be used in the digital generation learning process. This study observed the implementation of Quizizz gamification application in teaching reading comprehension for the tenth graders of SMA Perguruan Advent XV Ciracas Jakarta Timur in the academic year of 2021/2022. The researcher applied the qualitative approach with ethnography method. Ethnography is the descriptive study that focuses on particular society, community or process through a closed field observation. The data were collected through observation, interviews, and document analysis. The focus for this research is the implementation of Quizizz gamification on teaching reading comprehension and the sub focuses are school curriculum, teaching and learning process, the role of teacher and student in teaching and learning, strategy of teaching and evaluation. The research findings showed that 1) the purpose of English learning in SMA Perguruan Advent XV focused on the acquisition of communicative competence; 2) The curriculum used is based on the revised 2013 curriculum (C13) which gave the teacher the freedom to develop the learning materials and media as needed; 3) Teaching reading comprehension using scientific approach with discovery learning method; 4) the reading comprehension evaluation was using the Quizizz application as one of the gamification based. It can be concluded from researcher observation that the implementation of Quizizz gamification application in teaching reading comprehension to the tenth grade is an effective method.
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Copyright (c) 2022 Proceeding The First International Conference on Education

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.



