Introduction

In the 21st century, the field of second language
learning and teaching is getting more technology oriented. This adjustments in
teaching strategies are in keeping with the modern era, and are being followed
by learners and teachers as well (Figueroa et al., 2015). Technology has a positive
impact on learning activities (Costley, 2014). The internet and smart phones or
computers, which are mostly used to connect to the internet for learning, offer
the opportunity to incorporate more authentic, varied and differentiated
learning materials and innovative learning activities (Spanjers et al., 2015). The use of applications to
support learning is also becoming more popular, such as Quizizz, Kahoot,
Quizlet, Edmodo, etc. (Munuyandi et al., 2021). This allows learning to be
more effective and motivates students. Moreover, current students are in the
digitalization age, so they are already familiar with technology. And this research will focus on Quizizz as a platform to improve English
students’ understanding of grammar.
Grammar is one of the important skills in
learning English (Fadhilawati, 2021). Grammar, as the foundation of
English learning, determines word types, sentence structures, tenses, and rules
to form correct and meaningful sentences. However, English learners seem to
face many problems with grammar knowledge. There are different grammar rules in
each other's language. English students will also experience these differences.
Lack of motivation and engagement in learning grammar is also a problem
experienced by students (Adukaite et al., 2017). Hence, applying the most up to
date methods such as using Quizizz to help students be more involved in
learning activities and improve their understanding is always important to
increase the quality of grammar teaching and learning as students take an
active role in their learning process (Pham, 2023).
Quizizz provides a structured and
interactive learning experience (Mei et al., 2018). Quizizz is a gamification
platform, which provides multiplayer activities to the classroom and makes
classroom learning interactive and exciting (Handoko et al., 2021). The concept of gamification
has been gaining high interest in the research community ever since the
beginning of 2010 (Lavoué et al., 2019). Through Quizizz, students can
work on in-class exercises through their own electronic devices. Moreover, Quizizz
features avatars, themes, as well as leaderboards that enable students to
compete with each other and motivate them to learn (Zhao, 2019). In the context of grammar learning,
students will be encouraged to study hard to get a high score. This will
produce good results if students are motivated in this learning method with
Quizizz (Göksün & Gürsoy, 2019).
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