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A quasi-experimental design with pre-test and post-test compares two non-equivalent groups: an experimental group using Quizizz and a control group using conventional instruction. Data from vocabulary tests, student perception questionnaires, and teacher interviews show significantly higher post-test results for the experimental group. 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The research method used was a quasi-experimental design with pre-test and posttest on two non-equivalent groups: the experimental group using Quizizz and the control group using conventional methods. The research instruments included a vocabulary test, a student perception questionnaire, and teacher interviews. Data analysis showed that the experimental group's average post-test scores increased significantly compared to the control group, indicating the effectiveness of Quizizzin expanding students' vocabulary. The questionnaire data showed that most students positively perceived Quizizz, stating that the platform made learning more enjoyable, interactive, and motivating. Teacher interviews reinforced these findings, mentioning that Quizizz helped provide quick feedback and encouraged passive students to become more involved, despite technical challenges such as device limitations and internet connectivity issues. Overall, the integration of Quizizz proved effective in improving learning outcomes and creating a more engaging and participatory learning environment.  \nThis is an open access article under the CC BY-SA license.  \nABSTRACT   \nPenelitian ini mengkaji efektivitas integrasi pembelajaran berbasis permainan menggunakan Quizizz dalam meningkatkan penguasaan kosakata siswa kelas VII di SMP Negeri 2 Bangsri. Metode penelitianyang digunakan adalah desain quasi-eksperimental dengan pre-test dan post-test pada dua kelompok yang tidak setara: kelompokeksperimen yang menggunakan Quizizz dan kelompok kontrol yang menggunakan metode konvensional. Alat penelitian meliputi tes kosakata, kuesioner persepsi siswa, dan wawancara guru. Analisis data menunjukkan bahwa skor rata-rata post-test kelompokeksperimen meningkat secara signifikan dibandingkan dengankelompok kontrol, menunjukkan efektivitas Quizizz dalam memperluas kosakata siswa. Data kuesioner menunjukkan bahwasebagian besar siswa memandang positif Quizizz, dengan menyatakanbahwa platform tersebut membuatpembelajaran lebih menyenangkan, interaktif, dan memotivasi. Wawancara guru memperkuat temuan ini,  \nmenyebutkan bahwa Quizizz membantu memberikan umpan balik cepat dan mendorong siswa pasif untuk lebih terlibat, meskipun menghadapi tantangan teknis seperti keterbatasan perangkat dan masalah koneksi internet. Secara keseluruhan, integrasi Quizizz terbukti efektif dalam meningkatkan hasil belajar dan menciptakan lingkungan belajar yang lebih menarik dan partisipatif.  \nThis is an open access article under the CC BY-SA license.  \nCorresponding Author:  \nDwi Wismono Setyoso Universitas PGRI Semarang  \nEmail: [dwiwismono@gmail.com](dwiwismono@gmail.com)  \nINTRODUCTION  \nEducation is one of the most important factors in the development of human society. It not only provides knowledge and skills but also shapes individuals' attitudes and perspectives on life. In recent years, awareness of the importance of education in promoting understanding and appreciation of culture has increased. This has increased interest in integrating cultural perspectives into education (Rambung et al., 2023) .  \nThe Merdeka Belajar Curriculum is an educational approach that emphasizes acti","cbCaim1nr2Aeg7jS","https://ap.wps.com/l/cbCaim1nr2Aeg7jS","pdf",391529,"English","# Article Info\n## Abstract\n## Introduction","[{\"question\":\"What research method was used to test Quizizz in vocabulary learning?\",\"answer\":\"The study used a quasi-experimental design with pre-test and post-test comparing two non-equivalent groups: an experimental group using Quizizz and a control group using conventional methods.\"},{\"question\":\"What instruments were used to collect the research data?\",\"answer\":\"The research used a vocabulary test, a student perception questionnaire, and teacher interviews.\"},{\"question\":\"How did students and teachers respond to using Quizizz?\",\"answer\":\"Most students gave positive perceptions, reporting that learning became more enjoyable, interactive, and motivating. Teachers confirmed benefits such as quick feedback and higher participation for passive students, while also noting technical issues like limited devices and internet connectivity.\"}]","Integrating Game-Based Learning Using Quizizz to Improve Vocabulary Skills in Seventh Grade Students of SMP Negeri 2 Bangsri | PDF",1790844434,25]