The Effectiveness of ZEP Quiz Game-Based Learning on Descriptive Text Comprehension
DOI:
https://doi.org/10.35316/joey.2026.v5i2.1-17Kata Kunci:
EFL Reading Comprehension, Descriptive Text, Game-Based Learning, ZEP Quiz platform, Cognitive loadAbstrak
EFL reading comprehension of descriptive texts is frequently a considerable issue for secondary students. This study used constructivism to assess the effectiveness of ZEP Quiz, a digital game-based learning platform, in improving descriptive text comprehension. SMAN 1 Mayong used a quantitative method with a quasi-experimental, non-equivalent control group design. The active sample included 67 tenth-grade students, split into two groups: an experimental group (N = 33) that used ZEP Quiz and a control group (N = 34) that received traditional teaching. Data from a validated 22-item reading test were evaluated using the non-parametric Mann-Whitney U test on N-Gain scores. The research found a significant difference in learning improvement (Z = -2.230, p = 0.026 < 0.05). However, unexpected trends showed that the control group achieved a higher progression (Mean Rank = 37.81) than the experimental group (Mean Rank = 27.52). This indicates that ZEP Quiz did not outperform conventional text-based instruction, as gaming mechanics likely imposed an excessive cognitive load that distracted learners from deeper text processing. Therefore, EFL practitioners must carefully balance gamified media with strategic teacher scaffolding to maximize reading outcomes.
Referensi
Annisa, N., & Susanti, A. (2024). ON THE STUDENTS ’ READING COMPREHENSION THE EFFECT OF QUIZIZZ APPLICATION ON THE STUDENTS ’ READING COMPREHENSION. 1–12.
Chand, S. P. (2023). Constructivism in Education : Exploring the Contributions of Piaget , Vygotsky , and Bruner. 12(7), 274–278. https://doi.org/10.21275/SR23630021800
Dewi, E. P., Tahrun, & Masagus Firdaus. (2025). Improving Reading Comprehension Use Quizizz Application and Cognitive Style. Esteem Journal of English Education Study Programme, 8(2), 507–517. https://doi.org/10.31851/esteem.v8i2.18196
Faber, T. J. E., Dankbaar, M. E. W., Broek, W. W. Van Den, Bruinink, L. J., Hogeveen, M., & Merriënboer, J. J. G. Van. (2024). Effects of adaptive scaffolding on performance , cognitive load and engagement in game ‑ based learning : a randomized controlled trial. BMC Medical Education. https://doi.org/10.1186/s12909-024-05698-3
Fatimah, S. (2025). Enhancing Junior High School Students ’ Reading Comprehension through Quizizz-Based Gamified Assessment. ELLINE Journal: English Language and Literature in Education Journal, 3(1), 38–57. https://doi.org/https://doi.org/10.63011/tyn8x842
Ferdiyanto, F., Islam, U., & Hasan, Z. (2024). THE ROLE OF METACOGNITIVE SKILLS IN IMPROVING READING COMPREHENSION AMONG. 6(2), 149–160.
Hamzah, I. (2023). The Effect Of Quizizz On Students Reading Comprehension Universitas Teknokrat Indonesia. 3(1), 51–58.
Hwang, G. J., Wu, P. H., & Chen, C. C. (2012). An Online Game Approach for Improving Students’ Learning Performance in Web- based Problem-Solving Activities. https://doi.org/https://doi.org/10.1016/j.compedu.2012.05.009
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. https://books.google.co.id/books?id=M2Rb9ZtFxccC&hl=id
Le, H. Van. (2024). Promoting L2 learners ’ critical thinking skills : the role of social constructivism in reading class. June, 1–12. https://doi.org/10.3389/feduc.2024.1241973
Lorena, N., Budiyanto, D., Tridinanti, G., & Palembang, U. T. (2022). Applying Posse Strategy in Teaching Reading Descriptive. 3(1), 34–42.
Lutvita, F. R., & Zuhri, F. (2025). the Effectiveness of Quizizz in Enhancing Junior High School Students’ Reading Comprehension of Narrative Texts. Wiralodra English Journal, 9(2), 211–222. https://doi.org/10.31943/wej.v9i2.317
Mahaswary, A. N., & Ngafif, A. (2025). The Effectiveness of Quizizz Application in Teaching Reading Comprehension. 8. http://jiip.stkipyapisdompu.ac.id/index.php/JIIP
Marsa, S. S. (2021). The Effect of Kahoot ! Game to Teaching Reading Comprehension Achievement. Journal of English Teaching, 7(2021), 133–149. https://doi.org/https://doi.org/10.33541/jet.v7i2.2738
Mojarrad, H., Hemmati, F., Gohar, M. J., & Sadeghi, A. (2022). COMPUTER-BASED ASSESSMENT ( CBA ) VS . PAPER / PENCIL-BASED ASSESSMENT ( PPBA ): AN INVESTIGATION INTO THE PERFORMANCE AND ATTITUDE OF IRANIAN EFL LEARNERS ’ READING COMPREHENSION. 4(December), 418–428. https://l1nq.com/j9au2hn
Monalisa, C. D., Wardah, & Rezeki, Y. S. (2025). Improving Students ’ Reading Skill Through. JEELL (Journal of English Education, Linguistics and Literature), 12 No.1. https://doi.org/https://doi.org/10.32682/jeell.v1102/14
Muslimin. (2025). Integrating Zep Quiz into IPAS Instruction to Enhance Fourth Grade Students ’ Critical Thinking Skills. Journal of Education and Computer Applications, Vol,2 No.2(ISSN: 3047-8308), 30–37. https://doi.org/https://doi.org/10.69693/jeca.v2i2.34
Nguyen, T. N., Phan Thanh Tuan, & Nguyen Thi Ha Phuong. (2024). Engaging Students in The Learning Process with Game-Based Learning. International Journal of English Language Studies, 6(1), 54–60. https://doi.org/10.32996/ijels.2024.6.1.5
Olusegun, S. (2015). Constructivism Learning Theory : A Paradigm for Teaching and Learning. 5(6), 66–70. https://doi.org/10.9790/7388-05616670
Purnamasari, D., Hidayat, D. N., & Kurniawati, L. (2021). An Analysis of Students’ Writing Skill on English Descriptive Text. English Education: Jurnal Tadris Bahasa Inggris, 14(1), 101–114. https://doi.org/10.24042/ee-jtbi.v14i1.7943
Ratnawati, D., & Wahyuni, S. (2025). Journal of Educational Sciences. Journal of Educational Sciences, 6(3), 444–458. https://doi.org/https://doi.org/10.31258/jes.10.1.p.468-479
Salim, M., & Sukarno, K. M. (2025). Using Gamified Quizzes to Enhance Students ’ English Reading Comprehension Skills. 33(1), 125–142. https://doi.org/doi.org/10.21381/diksi.v33i1.74744
Salim, M., Sukarno, K. M., Robbaniyah, I., Fauzan, M., Widyastuti, S. H., Bariyyah, K., & Hidayati, A. N. (2025). Utilizing Gamified Quizzes to Enhance Students ’ English Reading Comprehension Skills. 1, 136–144. https://doi.org/https://doi.org/10.36987/jes.v12i1.6555
Santoso, D., Tamara, P., Nabhila, C., Sujarwo, G., & Fadlilah, N. (2025). ZepQuiz Game-Based Learning for Improving Students’ Narrative Reading Skills: ZepQuiz: Pembelajaran Berbasis Permainan untuk Meningkatkan Keterampilan Membaca Naratif Siswa. Academia Open, 10 No.1. https://doi.org/https://doi.org/10.21070/acopen.10.2025.12792
Setiawan, B. (2023). Game Based Learning Design and Development for Effective Instructional Process at Senior High School Level. Jurnal Imiah Pendidikan Dan Pembelajaran, 7(3), 425–432. https://doi.org/10.23887/jipp.v7i3.58391
Shaheen, A., Ali, S., & Fotaris, P. (2023). Assessing the Efficacy of Reflective Game Design: A Design-Based Study in Digital Game-Based Learning. Education Sciences, 13(12). https://doi.org/10.3390/educsci13121204
Sudarman, R., Damaianti, V. S., & Mulyati, Y. (2024). Constructivism in Writing Learning in Elementary School ; Systematic Literature Review. 4(1), 176–192.
Wahid, R., Putra, P., Karimullah, I. W., & Mustofa, M. (2025). Zep Quiz in Action : Empowering Students ’ Vocabulary through Gamified Learning. 4778, 5461–5473. https://doi.org/10.24256/ideas.
Widyaningrum, D., Smaragdina, A. A., & Rizky, D. D. (2025). MENINGKATKAN MOTIVASI BELAJAR SISWA MENGGUNAKAN ZEP QUIZ PADA PEMBELAJARAN INFORMATIKA DI SMP Dhea. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(02). https://doi.org/https://doi.org/10.23969/jp.v10i02.28792
William, G. (2009). Reading in a Second Language: Moving from Theory to Practice. Cambridge University Press. https://books.google.co.id/books?hl=id&lr=&id=prvRHZ7DrIcC&oi=fnd&pg=PR11&dq=grabe+2009&ots=DEknQmZU-u&sig=pHK96mGNXL7cDNxCBpqp8QQffLM&redir_esc=y#v=onepage&q=grabe 2009&f=false
Yulianti, T., Insani, N. H., & Sukoyo, J. (2025). EFEKTIVITAS MEDIA PEMBELAJARAN QUIZ ZEP TERHADAP HASIL BELAJAR KOGNITIF BAHASA JAWA SISWA SMA. Jurnal Ilmiah Pendidikan Citra Bakti, 12(November), 1170–1183. https://doi.org/https,//doi.org/10.38048/jipcb.v12i4.5627
Zainuddin, Z., Cu, S. K. W., Shujahat, M., & Perera, J. (2020). The Impact of Gamification on Learning and Instruction: A Systematic Review of Empirical Evidence. https://doi.org/https://doi.org/10.1016/j.edurev.2020.100326
Unduhan
Diterbitkan
Cara Mengutip
Terbitan
Bagian
Lisensi
Hak Cipta (c) 2026 JOEY: Journal of English Ibrahimy

Artikel ini berlisensiCreative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.













