QUIZIZZ APPLICATION AS GAMIFICATION PLATFORM TO BRIDGE STUDENTS IN TEACHING READING COMPREHENSION
The integration of technology becomes a necessity in education to meet the requirements of 21st century learning by using an online learning platform, one of which is Quizizz application. The research aims to investigating the effect of Quizizz application in teaching reading comprehension of narrative text. This research used quantitative method with quasi experimental design. The total population of students at the first grade was 192 students of Senior High School in Majalengka. The research chose two classes as the sample of the research by using purposive sampling technique. The first grade students of X IPA 1 was experiment class who were taught Quizizz Application and X IPA 2 was control class who were taught Quizalize Application. The instrument used to collect the data were tests which consist of pre-test and post-test. The data of scoring through analytical method was analyzed by using t-test formula. The result of this research showed that t-test was higher than t-table and the hypothesis was accepted. It means that there were a significant effect of applying Quizizz application to teach reading comprehension.