AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
263
STUDENTS’ PERCEPTION OF ONLINE LEARNING USING QUIZIZZ.COM
AS A LEARNING MEDIA IN LEARNING ENGLISH
Akhira Yuniar
1
dan Maman Suryaman
2
1, 2
English Study Program Faculty of Teacher Training and Education University of
Singaperbangsa Karawang
Jl. HS. Ronggo Waluyo, Puseur Jaya, Kec. Telukjambe Tim., Kabupaten Karawang, Jawa
Barat, Indonesia 41361
1
2
ABSTRAK
This study focuses on students' perceptions in online learning with English subjects using the
learning media quizizz.com. This study uses descriptive qualitative research and uses 2 data
collection instruments, which Questionnaires and Interviews. Questionnaires were conducted to
find out the participants' initial responses, afterwards were further explained with interview
segments to find out more about students' perceptions of the use of quizizz.com learning media in
the online learning period. The results are indicated to be satisfactory after using quizizz.com
learning media within a period of 4 weeks and it is estimated that the use of quizizz.com learning
media can be a further recommendation to use which is proven to be effective as a learning media
in the middle of online learning.
Keywords: Learning English, Online learning, Quizizz.com.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 CC BY-SA International License
INTRODUCTION
At this time Indonesia is facing the COVID-19 virus pandemic, requiring all students
to study at home, in order to break the chain of the spread of the corona virus. One of the
efforts is known as 'physical distancing'. Teachers and students must continue to hold
learning online but not as usual, which is face to face. Online learning is a kind of learning
that takes place via the internet and includes features such as accessibility, connection,
flexibility, and the capacity to create a variety of learning experiences (Dickson-Deane, &
Galyen 2011). Thus, this problem requires learning activities to be carried out but in an
online state. Along with the statement from Hamalik (2011: 27) states that teaching is a
process of guiding learning activities, it will all be meaningful if there is learning activity
by students. Therefore, teaching and learning activities must still be carried out optimally,
even though the situation in the midst of the COVID-19 pandemic is undergoing a massive
transition. We all want the golden generation not to be left behind in the business process
of learning progress and keep learning. As a consequence, it is important for a teacher to
understand how the learning process of a student is, in order to provide guidance and
provide the right learning environment for students.
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
264
This requires a teacher to provide their students with education and skills that include
not only survival skills but also critical, innovative, constructive and character thinking
skills. When doing online learning, definitely the communication that is often done is
through cellphones, tablets, or laptops accompanied by an internet connection which is part
of the learning activities. This is a challenge for all teachers to continue to provide and
create learning that is fun, interesting, and active in order to continue to achieve learning
objectives. Education is a genuine ploy to use instruction to enhance the potential of
human resources. In line with the previous statement, Irwan et al (2019) stated that the
game, which has the qualities to produce motivation in learning, including fantasy,
challenges, and curiosity, is one of the fascinating learning media that has an interactive
nature that prioritizes collaboration, communication, and may cause interaction between
students.
A lot of learning media that have been provided previously, which can be applied by
the teacher. The application of interesting learning media can be game-based which for
sure can be used as a means of conveying material in the learning process to measure
students' understanding while getting the material that has been taught. One of the
interesting learning media in online learning is by utilizing an educational game called
Quizizz.com. Based on Purba (2019) statement, an instructional game that incorporates
several game modes and makes interactive exercises enjoyable. Quizizz.com educational
games can be used through various devices, such as laptops, tablets and smartphones. The
additional features provided by Quizizz.com are different from others, users can choose
theme characters, avatars, and music that entertains students during the learning process
such as when practicing questions or doing quizzes independently. Pahamzah et al (2020)
claimed that Quizizz.com is an educational game-based application for education that can
be used to build dynamic and enjoyable classrooms and can be played by several
participants as e-learning. Quizizz provides gamification features like avatars, themes,
memes, and music that might help you learn more joyfully. Even if the students are
enrolled in distance learning, they can take the Quizizz together at the same time by
entering the code on a computer, laptop, smartphone, or tablet, and they can check their
current position on the leader board (Zhao, 2019). Teachers can customize the game by
turning on or off the background music, ranking students based on correction rate only or
both correction rate and time spent completing the Quizizz, ranking all students or simply
the top five students, and whether or not to shuffle questions (Rahmawati,2021). And also
Rahmawati, 2021 stated that when using the shuffling question functionality, students
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
265
cannot deceive one other so that the final result represents their understanding of the
subject. Students can review all of the questions after a Quizizz session is over (with both
their answers and solutions). What's more, the Quizizz reports are available on the internet
as Excel files that may be downloaded. According to Dewi (2018) this educational game
on Quizizz.com is a game-based learning that has the potential to be an effective learning
media since it stimulates both visual and verbal components.
With the use of technological tools as a support for online learning, there must also
be learning media so as not to seem bored and passive during teaching and learning
activities. In conditions like this, as said by Rahmawati (2021) teachers must choose the
best media and materials to meet learning outcomes in the midst of a pandemic. The
efficacy of the chosen e-learning is determined by the students' motivation and
involvement with it (Noesgaard & Orngreen, 2015). Friendly platforms are essential as part
of it in order to enhance student participation (Agung et al., 2020). Motivation has an
impact on students' classroom involvement. The more the effective engagement, the more
favorable the motivation (Rahmawati, 2021: Tasgin & Tunc, 2018).
This research should be re-examined because several previous researchers have
successfully conducted research with satisfactory results and made changes to learning
activities. This research can also increase knowledge and insight into the use of educational
media based on quizzz.com educational games for students from elementary to high school
levels. And also, with the success of previous studies, it is easier for teachers to manage
classes, and deliver material in online learning because they use the educational game
quizizz. On the other hand, the success achieved is improving the quality of education in
schools, adding learning media references, and as a tool for optimizing the online learning
process.
METHODS
The main purpose of this research is to find out students' persceptions of online
learning using the Quizizz.com learning media in learning English. This study will use a
qualitative descriptive method. The data collection technique used by the researcher was in
the form of questionnaires and interviews with participants. Researcher have prepared a
questionnaire for participants regarding the application of online learning. There are 2
participants who provide responses to the questionnaire given. The results of the first
questionnaire regarding the online learning experience showed a difference. One of the
participants showed a sense of pleasure on doing online learning because she felt
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
266
comfortable studying at home. Different from the other one that shows a sense of
disappointment because online learning will continue to implement in an undetermined
time. Although, for the research design, the researcher uses a case study. A case study is a
combination of scientific activities that are carried out intensively and in detail on an
individual or a group of people in order to get a full knowledge of an event (Rahardjo,
2017).
This research will be carried out to 9th grade junior high school students in Cikarang
District, Bekasi Regency. Researcher will conduct research for approximately 4 weeks.
This Quizizz media requires supporting tools in the form of mobile phones, tablets, or
laptops to support learning in progress. As well as an adequate internet connection to be
able to connect to the application. The implementation of teaching and learning activities
that are quite flexible in terms of time is expected to make students more motivated in
learning. The process of teaching and learning activities will be implemented in
accordance with online learning according to the lesson schedule for 9th grade students of
grade junior high school. Participants who will take part in this study are sufficient for only
2 students in the same class. With an age range of 15 years to 16 years, both female. With
data collection in the form of interviews conducted via whatsapp. The aspects that were
asked during the interview took the form of: (1) Students’ experience in online learning
during the covid-19 pandemic; (2) Students' perceptions of online learning using Quizizz
learning media in learning English. Analysis of research data used by researcher using the
analysis model of Miles & Huberman (1994) which is in general the conclusion
verification drawing.
RESULT AND DISCUSSION
Students’ Experience in Online Learning During The Covid-19 Pandemic
Due to the COVID-19 pandemic, learning must be implement by online or learning
from home which requires teachers to provide new innovations in learning to keep it active
and fun even though it is doing at home. Allen & Seaman (2007) argues that online
learning is learning without face-to-face directly between teachers and students. A positive
and supportive online learning environment according to (Mohair & Alwahaishi, 2020:
Lucero, 2006: Rovai, 2002) is a must to consider designing such courses and communities
to encourage collaboration and seek student satisfaction. The researcher also identified the
experiences of the two participants in online learning. As said by Kotler (2005: 217) that
experience is learning that influences changes in one's behavior. The results of research
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
267
conducted by researcher with participants in terms of online learning experiences that have
been running for approximately 1.5 years according to both participants showed bored and
fun responses. The two participants had different responses because one of them responded
of the online learning activities that she had experienced so far were very less effective in
providing materials and assignments from the teachers. However, another participant
showed a good response in her online learning experience, but she did the complain too
about some conditions where the teachers gave assignments and materials without any
explanation, but she is still admitted that it was very comfortable to study from home.
In the statement given by (Bloom, 1956) that actually the main factor in the online
learning process is the motivation and participation to keep students active and effective
and it is not an easy task to maintain during online learning. Things that must be improved
in the success of online learning such as motivation and participation are indeed difficult
during the pandemic. Moreover, to keep students active and effective during online
learning. All these things were also confirmed by the two participants during interviews
that both admitted that learning motivation and self-participation in participating in online
learning were sometimes lost and resulted in ineffectiveness in learning. Both participants
admitted that their concentration was often divided when online learning started. The thing
that makes students' concentration is divided is the use of smartphones which is a
necessity. However, both participants could not avoid the continuous use of smartphones,
apart from the fact that all school information is on their smartphones, they also use it to
access social media. Lau (2017) argues that social media has entered the lives of young
adults and cannot be eliminated. In addition, (Efriana, 2021) mentions the applications
used during online learning in the form of whatsapp, telegram, zoom meeting, google
meet, google classroom, edmodo, and others to be applications to support online learning
and for the main devices needed are computer or smartphone that must be connected to the
internet network. Even though the internet quota is provided by the government, both
participants admit that they are inadequacy because of the large number of internet users
who use the internet for online learning and other purposes, so they still have to buy with
personal money.
Based on the participants' acknowledgment of the difficulty in understanding the
material and the tasks given to them by the teacher became the main highlight in this study.
Teachers who should be able to explain the material as well as give assignments clearly
become the main concern in online learning. Teachers should choose the right media to
create fun online learning. In the opinion of Riswanto & Aryani (2017:44) that the use of
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
268
creative and fun technology can affect students' learning motivation. In fact, students'
learning motivation has an important role in learning and it is also proven in their studies
(Strmecki et al., 2020). In line with the previous statement, that Vu et al. (2014:235)
commented that incorporating games into online learning has the ability to enhance
learning, and help students towards higher levels of engagement in their online courses.
Therefore, the researcher aims to introduce an educational game-based learning media
called Quizizz to be a fun and innovative learning tool.
Students' Perceptions of Online Learning Using Quizizz in Learning English
The perceptions of two participants on the use of Quizizz learning media after two
lessons showed a good response. This is shown from the results of questionnaires and
interviews continued by researcher to participants. The results of the questionnaire showed
satisfaction with the use of Quizizz learning media. Both participants claimed to be very
satisfied with the use of Quizizz learning media in online learning conducted by researcher
to participants in English lessons. The material given to the participants consisted of two
meetings with the suitability of the material at the participant's school level, 9th grade
junior high school. The first meeting was in the form of Expression of Offering Help and
Kinds of Greeting Cards. Then proceed with the material Simple Present Tense and Present
Perfect Tense. In the statement expressed by Azhar (2007) regarding the students’ learning
experience, concrete experiences should be given, in case the message can be conveyed
according to the target. Through the Quizizz application in the opinion (Wibawa et al.,
2019) it can provide real and applicable experiences to students to prevent they are not
simply bored and can increase students' concentration and enthusiasm for learning. In
accordance with the previous statement, both participants acknowledged the convenience
of learning using the Quizizz media. Both participants felt want to try other materials
contained on the Quizizz application page. This may be felt by participants because there
are interesting features in the Quizizz application.
The data shown in the form of participant perceptions are positive, which causes
participants to feel an increase in their learning motivation. The Quizizz application can be
applied to other subjects with various forms of questions, such as description questions,
pictures, formulas, diagrams that can be applied to all subjects (Wibawa et al., 2019).
Quizizz learning media can adapt to learning objectives so that students have more
curiosity about other materials in the Quizizz application. In accordance with previous
research by Sidhu (2009) with satisfactory results, namely increasing learning outcomes
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
269
56% greater, learning consistency 50-60% better and memory resilience 25-50% higher in
the use of media in learning.
It was shown in the results of the interviews, that both participants felt bored with the
explanations of their teachers gave in the form of Youtube videos and documents
containing learning materials repeatedly. Even in the zoom meeting, both participants said
the discussion of the teacher gave was very monotonous and drowsy. Student participation
in online classes does not work at all which makes the class atmosphere passive. In the
study presented by (Sodiq, Mahfud & Adi, 2019) entitled "Persepsi guru dan peserta didik
terhadap penggunaan aplikasi berbasis web "quizizz" sebagai media pembelajaran di
sekolah dasar" concluded that the perceptions of teachers and students towards the use of
the Quizizz web-based application as a media of learning is positive. The teacher's
response to the use of Quizizz was stated to be simple, practical, and easy to use. Likewise
with the positive response from students with the use of the Quizizz web application as a
learning media. There are several implications in the results of the research in the form of:
the use of the Quizizz web application as a learning media is appropriate to use, the use of
Quizizz as a learning media according to the perceptions of teachers and students is in
accordance with the factors of use, therefore Quizizz can be used as an alternative learning
media.
CONCLUSION
The conclusion of this study is that students' perceptions of online learning using the
Quizizz learning media show a positive response. Students' interest and satisfaction with
Quizizz learning media in online learning with researcher is the result of this research.
From the results of interview data with participants, Quizizz media is proven to be feasible
and has met the criteria for online learning. Students show their responses to the Quizizz
learning media which can increase students' motivation and concentration in learning. Both
participants acknowledged that the use of Quizizz media can build a more active class
atmosphere if it is applied during zoom online meetings. The Quizizz application is also
considered more effective than material from Youtube videos and documents that the
teacher provides.
In the implementation of online learning during the current COVID-19 pandemic,
there are many obstacles. However, the researcher suggests that it is better for a teacher to
often ask about student perceptions in online learning classes, especially to a teacher who
often uses the types of applications or media used in online learning. It would be nice if the
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
270
selection of the type of application or media used could be well discussed with students,
therefore they could create online learning with a pleasant classroom atmosphere.
REFERENCES
Agung, A.S.N, Surtikanti, M.W. Quinones, C.A. (2020). Students’ perceptions of online
learning during COVID-19 pandemic: a case study on the English students of STKIP
Pamane Talino. Soshum: Jurnal Sosial dan Humaniora. 10(2). Retrieved from
http://ojs.pnb.ac.id/index.php/SOSHUM/article/view/1316
Aini, Y. (2019). PEMANFAATAN MEDIA PEMBELAJARAN QUIZIZZ UNTUK
PEMBELAJARAN JENJANG PENDIDIKAN DASAR DAN MENENGAH DI
BENGKULU. Jurnal UMB: Kependidikan. 2(25).
Allen, I. E. & Seaman, J. (2007). Online nation: five years of growth in online learning.
Needham: Sloan Consortium
Al-Mohair, H., Alwahaishi. (2020). Study on students’ experiences about online teaching
during COVID-19 Outbreak. Technium Social Sciences Journal. 8, 102-116,
http://dx.doi.org/10.47577/tssj.v8i1.701
Arsyad, Azhar. (2007). Media Pembelajaran. Penerbit : Jakarta. PT. Raja Grafindo Persada
Barret, T., Twycross. (2018). Data Collection in Qualitative Research. Evid Based Nurs.
21(3). https://doi.org/10.1136/eb-2018-102939
Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of
educational goals (1st ed.). Longman Group.
Efriana, L. (2021). Problems of Online Learning during Covid-19 Pandemic in EFL
Classroom and the Solution. JELITA, 2(1), 38-47. Retrieved from
https://jurnal.stkipmb.ac.id/index.php/jelita/article/view/74
Fatima, W., Khairunisa, L., Priatna, D., & Prihatminingtyas, B. (2019). PEMBELAJARAN
BAHASA INGGRIS MELALUI MEDIA GAME PADA PANTI ASUHAN AL
MAUN DI DESA NGAJUM. Seminar Nasional Sistem Informasi (SENASIF), 3(1),
1725-1739. Retrieved from
https://jurnalfti.unmer.ac.id/index.php/senasif/article/view/235
Fauzi, I.,&Khusuma, I. (2020). Teachers’Elementary School in Online Learning of
COVID 19 Pandemic Condition. Jurnal Iqra’ : Kajian Ilmu Pendidikan, 5(1).58-70.
https://doi.org/10.25217/ji.v5i1.914
Hamalik, Oemar. 2011. Proses Belajar Mengajar. Jakarta. PT Bumi Aksara.
Irwan, I., Luthfi, Z. F., & Waldi, A. (2019). Efektifitas Penggunaan Kahoot! untuk
Meningkatkan Hasil Belajar Siswa . Pedagogia : Jurnal Pendidikan, 8(1), 95-104.
https://doi.org/10.21070/pedagogia.v8i1.1866
Kotler, Philip. 2005. Manajemen Pemasaran. Jilid I, Jakarta: Indeks
Lau, W. W. F. (2017). Effects of social media usage and social media multitasking on the
academic performance of university students. Computers in Human Behavior, 68,
286291. https://doi.org/10.1016/j.chb.2016.11.043
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
271
Moore, J., Dickson-Deane, C., & Galyen, K. (2011). e-Learning, online learning, and
distance learning environments: Are they the same?. The Internet And Higher
Education, 14(2), 129-135. https://doi.org/10.1016/j.iheduc.2010.10.001
Munawar, S., Mahfud, & Adi. (2021). Persepsi guru dan peserta didik terhadap
penggunaan aplikasi berbasis web "quizizz" sebagai media pembelajaran di sekolah
dasar. Didaktika Dwija Indria. 9(5). https://doi.org/10.20961/ddi.v9i6.49324
NingtyasR. K., & SyaodihE. (2021). The Utilization of Quizizz Learning Media for
Learning Basic Education. International Conference on Elementary Education, 3(1),
112-118. Retrieved from
http://proceedings2.upi.edu/index.php/icee/article/view/1451
Noesgaard, S. S., & Ørngreen, R. (2015). The effectiveness of e-learning: An explorative
and integrative review of the definitions, methodologies and factors that promote e-
Learning effectiveness. Electronic Journal of E-Learning, 13(4), 278-290.
http://ejel.org/volume13/issue4
Pahamzah, J., Syafrizal, & Juniardi, Y. (2020). Quizizz As a Students’ Reading
Comprehension Learning Media: A Case Study at The Eleventh Grade of Dwi Putra
Bangsa Vocational School in Cimanggu. International Journal of English Language
and Linguistics Research, 8(5), 2733. Retrieved from
https://www.eajournals.org/journals/international-journal-of-english-language-and-
linguistics-research-ijellr/vol-8-issue-5-november-2020/quizizz-as-a-students-
reading-comprehension-learning-media-a-case-study-at-the-eleventh-grade-of-dwi-
putra-bangsa-vocational-school-in-cimanggu
Perdana, I., Saragi, & Aribowo. (2020). Students’ Perception of Utilizing Kahoot In
Indonesian Language Learning. Jurnal Teknologi Pendidikan. 08(02).
http://doi.org/10.31800/jtp.kw.v8n2.p290
Purba, Leony Sanga Lamsari, Elferida Sormin, Nelius Harefa, and Sumiyati. 2019.
Efectiveness of Use of Online Games Kahoot! Chemical to Improve Student
Learning Motivation. Jurnal Pendidikan Kimia, 11 (2), 57-66,
https://doi.org/10.24114/jpkim.v11i2.14463
Rachmawati, I. (2007). PENGUMPULAN DATA DALAM PENELITIAN KUALITATIF:
WAWANCARA. Jurnal Keperawatan Indonesia. 11(1), 35-40
Rahardjo, Mudjia (2017) Studi kasus dalam penelitian kualitatif: konsep dan prosedurnya.
Disampaikan pada mata kuliah Metode Penelitian, Sekolah Pascasarjana Universitas
Islam Negeri Maulana Malik Ibrahim Malang, Januari 2017
Rahmawati, S. (2021). STUDENTS’ PERCEPTIONS TOWARD QUIZIZZ AS AN
ONLINE LEARNING MEDIA. PAYONARA: Journal of English Education. 3(1).
https://doi.org/10.19105/panyonara.v1i3.4282
Riswanto, A., & Aryani, S. (2017). Learning Motivation and Student Achievement :
Description Analysis and Relationships Both. Couns-Edu, 43. Sagala, S. (2004).
Konsep & Makna Pembelajaran. In S. Sagala, Konsep & Makna Pembelajaran.
Bandung: Alfabeta
Salsabila, U. H., Habiba, I. S. ., Amanah, I. L. ., Istiqomah, N. A. ., & Difany, S. (2020).
Pemanfaatan Aplikasi Quizizz Sebagai Media Pembelajaran Ditengah Pandemi Pada
Siswa SMA. Jurnal Ilmiah Ilmu Terapan Universitas Jambi|JIITUJ|, 4(2), 163-173.
https://doi.org/10.22437/jiituj.v4i2.11605
AoEJ: Academy of Education Journal
Vol. 13 No 2 Tahun 2022
272
Strmečki D, Bernik A and Radošević D 2015 Gamification in e-Learning: introducing
gamified design elements into e-learning systems J. of Computer Science Jan 1
11(12) 1108-17
Wibawa, Astuti, & Pangestu. (2019). Smartphone-Based Application “quizizz” as a
Learning Media. Dinamika Pendidikan. 14(2).
https://doi.org/10.15294/dp.v14i2.23359
Yunus, M., Setiawan, & Wuryandini. (2021). Persepsi Mahasiswa terhadap Pembelajaran
Online pada masa Pandemi COVID-19. JESYA. 4(2).
https://doi.org/10.36778/jesya.v4i2.476
Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting
Classroom. International Journal Of Higher Education, 8(1), 37.
https://doi.org/10.5430/ijhe.v8n1p37