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This research explores the perceptions of 11th-grade students at SMAN 3 Semarang regarding gamification of English assessments through Quizizz, focusing on motivation, reduced anxiety, and improved learning outcomes. A qualitative study used semi-structured interviews with six students who experienced Quizizz-based assessments, followed by thematic analysis. Findings show that gamification elements such as instant feedback and points increase engagement and enjoyment compared with traditional tests, while also presenting challenges like technical issues, competition anxiety, and limited assessment of advanced skills. The study recommends blended assessment approaches for equity and validity.",{"@graph":69,"@context":126},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":20,"@type":76,"position":81},"https://docshare.wps.com/document/exam/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/students-views-in-gamifying-english-assessments-for-11th-graders-quizizzs-fun-twist-at-sman-3-semarang/491794/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/students-views-in-gamifying-english-assessments-for-11th-graders-quizizzs-fun-twist-at-sman-3-semarang/491794.png","ImageObject",300,407,{"name":92,"@type":93},"Finn","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-11-05","2026-10-01",true,{"@type":102,"interactionType":103,"userInteractionCount":44},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118,122],{"name":109,"@type":110,"acceptedAnswer":111},"What is the purpose of this research on English assessments?","Question",{"text":112,"@type":113},"The study investigates 11th-grade students’ perceptions of using Quizizz to gamify English assessments, focusing on motivation, anxiety reduction, and learning outcomes.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How was the research conducted?",{"text":117,"@type":113},"The research used a qualitative approach with semi-structured interviews of six purposely selected 11th-grade students who had experienced Quizizz-based English assessments, and then applied thematic analysis to the transcripts.",{"name":119,"@type":110,"acceptedAnswer":120},"What benefits does Quizizz gamification provide according to the findings?",{"text":121,"@type":113},"Quizizz increases engagement by motivating students and making assessments more enjoyable, and it quickly reinforces vocabulary and grammar through features like instant feedback and points.",{"name":123,"@type":110,"acceptedAnswer":124},"What challenges were reported when using Quizizz for assessment?",{"text":125,"@type":113},"Students reported technical difficulties, anxiety related to competition, and limitations in assessing more advanced skills, suggesting the need for pedagogical modifications and blended assessment approaches.","https://schema.org",{"og:url":83,"og:type":128,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":130,"canonical":83},"index,follow",{"doc_id":132,"site_id":62},491794,1791163968,{"code":4,"msg":5,"data":135},{"doc_id":132,"user_id":136,"nickname":92,"user_avatar":137,"doc_module":4,"category_id":19,"category_name":20,"doc_title":65,"doc_description":67,"doc_content":138,"file_id":139,"file_url":140,"file_type":141,"file_size":142,"view_count":44,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":44,"language":143,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":144,"faqs":145,"seo_title":146,"seo_description":67,"update_tm":147,"read_time":148,"preview_page_count":4},34359740700684,"https://ap-avatar.wpscdn.com/avatar/1f400023980c374ae676?_k=1777273430885731487","Jurnal Penelitian Ilmu Pendidikan Indonesia Volume 4, Number 4, Year 2025, Page 2483 – 2491 [https://jpion.org/index.php/jpi](https://jpion.org/index.php/jpi)  \nE-ISSN : 2961-9386  \nP-ISSN : 2963-1742  \n\n| Students' Views in Gamifying English Assessments for 11th Graders: Quizizz's Fun\u003Cbr>Twist at SMAN 3 Semarang\u003Cbr>Dimitria Rahayu1)*, M Rikza Chamami 2), Awwalia Fitrotin Izza3)\u003Cbr>1) English Teaching Department, Education and Teaching Faculty, Islamic State ofWalisongo Semarang\u003Cbr>University\u003Cbr>2) Management of Islamic Education Lecturer, Education and Teaching Faculty, Islamic State ofWalisongo Semarang University\u003Cbr>3) English Teaching Department Lecturer, Education and Teaching Faculty, Islamic State ofWalisongo Semarang University\u003Cbr>*Corresponding Author\u003Cbr>[Email :](Email : dimitria.shadika@gmail.com)[ ](Email : dimitria.shadika@gmail.com)[dimitria.shadika@gmail.com](Email : dimitria.shadika@gmail.com)\u003Cbr>[rikza@walisongo.ac.id](rikza@walisongo.ac.id)\u003Cbr>[awwalia.f@walisongo.ac.id](awwalia.f@walisongo.ac.id) |\n| --- |\n| Abstract\u003Cbr>In the modern digital education landscape, traditional English language assessments, especially in the 11th grade, fail to engage students. This research aims to explore the perceptions of 11th-grade students at SMAN 3 Semarang regarding the gamification of English assessments through Quizizz, with a focus on its effectiveness in motivating students, alleviating anxiety, and improving learning outcomes. The research performed a qualitative investigation by conducting semi-structured interviews with six purposely selected students from the 11th grade who had experienced English assessments using Quizizz. Transcribed responses were analyzed thematically for patterns in learning, engagement, challenges, and preferences. The research discovered that through elements of gamification, such as instant feedback and points, Quizizz enhances the engagement of students by motivating them and making the assessments significantly more enjoyable than traditional tests. Quizizz also quickly reinforces vocabulary and grammar, though it can manifest some challenges, such as technical difficulties, anxiety over competition, and a limited ability to assess more advanced skills. The present educational game Quizizz serves as a motivated formative assessment tool, though a blended approach, integrating traditional assessments for summative evaluations, is necessary for equity and validity. The research underscores the need for pedagogical modifications to improve the use of gamification in English assessments.\u003Cbr>Keywords: Students’ view, Quizizz Gamification, Assessment Tool, Senior High School |\n\nINTRODUCTION  \nThe rapid advancement of digital technology has fundamentally transformed the educational landscape, making information more accessible and fostering a shift towards new pedagogical methods. Today's students, the \"digital generation,\" are highly connected and familiar with sophisticated devices. This familiarity has made the integration of mobile devices and digital applications a necessity in the classroom. This context has led educational institutions to increasingly utilize applications as dynamic learning mediums, eliminating the geographical and temporal obstacles that previously restricted access to learning (Owoseje Fiyinfoluwa, 2025) .  \nIn response to this evolution, gamification has emerged as a transformative approach to foster student engagement and improve learning outcomes, particularly in language subjects like English. By incorporating features of games into the evaluation process, educators can foster motivation, reduce anxiety, and promote active participation, thereby addressing the challenges of traditional testing methods that often fail to capture students' full potential. At its core, gamification is the process of applying elements and principles from game design into nongaming contexts, such as educational activities, to solve problems, increase motivation, and boost engagement (","cbCaiayf8MIuw4xa","https://ap.wps.com/l/cbCaiayf8MIuw4xa","pdf",594922,"English","# Introduction\n## Gamification in English assessment\n## Quizizz as an online gamified platform","[{\"question\":\"What is the purpose of this research on English assessments?\",\"answer\":\"The study investigates 11th-grade students’ perceptions of using Quizizz to gamify English assessments, focusing on motivation, anxiety reduction, and learning outcomes.\"},{\"question\":\"How was the research conducted?\",\"answer\":\"The research used a qualitative approach with semi-structured interviews of six purposely selected 11th-grade students who had experienced Quizizz-based English assessments, and then applied thematic analysis to the transcripts.\"},{\"question\":\"What benefits does Quizizz gamification provide according to the findings?\",\"answer\":\"Quizizz increases engagement by motivating students and making assessments more enjoyable, and it quickly reinforces vocabulary and grammar through features like instant feedback and points.\"},{\"question\":\"What challenges were reported when using Quizizz for assessment?\",\"answer\":\"Students reported technical difficulties, anxiety related to competition, and limitations in assessing more advanced skills, suggesting the need for pedagogical modifications and blended assessment approaches.\"}]","Students' Views in Gamifying English Assessments for 11th Graders - Quizizz's Fun Twist at SMAN 3 Semarang | PDF",1790853859,23]