Paedagogie

Articles

Using QuizWhizzer to Improve Descriptive Reading Comprehension

Nuha Kamilah , Ida Ayu Panuntun

Abstract

This study aims to improve descriptive reading comprehension and student engagement among eleventh-grade students in Class XI-H3 at SMAN 4 Pekalongan through the use of the game-based learning platform, QuizWhizzer. The research employs a Classroom Action Research (CAR) framework based on the Kemmis and McTaggart model, consisting of planning, acting, observing, and reflecting. Data were gathered through testing (pre-test and post-tests) and non-testing methods (field notes and observation sheets) and analyzed using a mixed-methods approach (descriptive quantitative and qualitative). The results indicate that the integration of QuizWhizzer, combined with collaborative discussions, successfully increased the student mastery rate from 61.29% in the pre-test to 91.43% in Cycle I, peaking at 94.12% in Cycle II. Furthermore, student engagement improved significantly from 58.33% in Cycle I to 89.58% in Cycle II. It is concluded that the integration of QuizWhizzer with collaborative instructional strategies is an effective instrument for enhancing descriptive reading comprehension and student learning motivation.

Keywords

Quizwhizzer; Descriptive reading comprehension; Classroom action research; EFL Learning

References

  1. Amelia, D. P., & Harahap, A. (2021). Application of interactive multimedia-based mathematics learning media to increase students' interest in learning. Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences, 4(2), 3153–3161.
  2. Anderson, N. J. (1999). Exploring second language reading: Issues and strategies. Heinle & Heinle.
  3. Arikunto, S., Suhardjono, & Supardi. (2015). Penelitian tindakan kelas (Rev. ed.). Bumi Aksara.
  4. Brown, H. D. (2001). Teaching by principles: An interactive approach to language pedagogy (2nd ed.). Longman.
  5. Butt, D., Fahey, R., Feez, S., Spinks, S., & Yallop, C. (2012). Using functional grammar: An explorer's guide (3rd ed.). Palgrave Macmillan.
  6. Cahyono, A., et al. (2024). When QuizWhizzer is used effectively at SMAN 1 Blitar to improve students' reading comprehension.
  7. Chun, D. M. (2006). Computer-assisted language learning. In K. Brown (Ed.), Encyclopedia of language and linguistics (2nd ed., pp. 648–657). Elsevier.
  8. Darma, R. N., & Widiastuty, H. (2023). The importance of learning English at school. LANDMARK: Jurnal Pengabdian kepada Masyarakat, 1(1), 23–29.
  9. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). ACM.
  10. Falah, S. H., Febriansyah, R., Sulistyahadi, S., Syahira, S., Kartini, K., & Arjuna, R. (2025). Tantangan dan manfaat penggunaan bahasa Inggris sebagai bahasa instruksi dalam pembelajaran EFL: Studi kasus di sekolah menengah Indonesia. Jurnal Perpektif Pendidikan, 19(2), 411–419.
  11. Falahudin, I. (2014). Pemanfaatan media dalam pembelajaran. Jurnal Lingkar Widyaiswara, 1(4), 104–117.
  12. Gerot, L., & Wignell, P. (1994). Making sense of functional grammar. Antipodean Educational Enterprises. Grabe, W., & Stoller, F. L. (2011). Teaching and researching reading (2nd ed.). Pearson Education.
  13. Gudu, B. O., & Jesse, N. W. (2023). Teaching methods and strategies on learners' motivation in English language lectures in higher education in Kenya. American Journal of Education and Practice, 7(1), 36–60.
  14. Halliday, M. A. K., & Matthiessen, C. M. I. M. (2004). An introduction to functional grammar (3rd ed.). Hodder Arnold.
  15. Handayani, S., Nopitasari, D., & Silvia, I. (2023). Kahoot! as a game-based learning tool to improve students' reading comprehension of descriptive texts. Journal of English Language Teaching and Learning, 4(1), 45–58.
  16. Jannah, M., Zulfadli, & Zainuddin. (2022). The use of Quizizz to improve students’ reading comprehension at senior high school. Journal of Language Teaching and Research, 13(4), 820–827.
  17. Januarisman, E., & Ghufron, A. (2016). Development of web-based learning media. Jurnal Inovasi Teknologi Pendidikan, 3(2), 166–182.
  18. Joyce, B., & Weil, M. (2000). Models of teaching (6th ed.). Allyn & Bacon.
  19. Kemmis, S., & McTaggart, R. (1988). The action research planner (3rd ed.). Deakin University Press.
  20. Knapp, P., & Watkins, M. (2005). Genre, text, grammar: Technologies for teaching and assessing writing. University of New South Wales Press.
  21. Maala, A., & Mkandawire, S. B. (2022). Factors contributing to low performance in English reading comprehension in selected secondary schools of Lusaka district.
  22. Majid, F. F. D. N., Rahman, A., & Anwar, S. (2025). EFL student's perception on digital learning media technology: The case of secondary school in Indonesia. English Language Teaching Methodology, 5(2), 139–151.
  23. Mayer, R. E. (2019). Computer games in education. Annual Review of Psychology, 70, 531–549.
  24. Muhlis, A. (2017). Foreign language reading anxiety among Indonesian EFL senior high school students. ENGLISH FRANCA: Academic Journal of English Language and Education, 1(1), 19–44.
  25. Prensky, M. (2001). Digital game-based learning. McGraw-Hill.
  26. Rif’attullah, M., & Putra, F. R. (2024). Exploring the implications of English as an international language in reading instruction. Reading, 9(1).
  27. Snow, C. (2002). Reading for understanding: Toward a research and development program in reading comprehension. RAND Corporation.