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  2. Figure 1. Theory of gamified learning (Landers, 2015) found on using Quizizz on English-majored learners’ grammar achievement in higher education. Therefore, this study aims to fill this gap by finding out empirical evidence to test the following hypothesis: doing assignments on Quizizz can improve English-majored learners’ grammar achievement.

  3. nologies and favor learning in a fun, interactive, and engaging environment. Quizizz, a gamified educational tool, has gradually gained the interest of researchers and stakeholders in education as this application has presented positive outcomes towards learning with the integration of unique game elements such as leader boards, memes, and quiz ...

  4. Quizizz is an educational app that enables students to participate in fun multiplayer class activities. After doing in-class exercises using Quizizz, students report that this app brings positive impact on their learning experiences. Class section in which Quizizz is applied more frequently reports higher scores on the satisfaction of

  5. Quizizz, a gamified educational tool, has gradually gained the interest of researchers and stakeholders in education as this application has presented positive outcomes towards learning with the integration of unique game elements such as leader boards, memes, and quiz reports, each of which can assist in enhancing engagement and provide a ...

  6. The primary goal of this study was to explore the effectiveness of Quizizz in enhancing students' motivation, interest, and achievement in physics. This study was conducted at the Nueva Ecija University of Science and Technology (NEUST)-Gabaldon campus during the second semester of the academic year 2021-2022.

  7. The positive responses shown by the pupils have reflected their positive motivation, perceptions and acceptance towards learning English with the integration of online quiz-games like Kahoot! and Quizizz. This is because the elements of fun, enjoyment and competition in games can make students more motivated and interested in learning English.

  8. Kahoot, Quizizz, and Quizalize in the English Class and their Impact on Motivation 67 available on the internet, such as Kahoot, Baamboozle, Quizlet, Quizizz, and Quizalize became part of the virtual lessons (Ahmed et al., 2022; Zuhriyah & Widi Pratolo, 2020). Studies assessing the implementation of game-based platforms in the educational context

  9. Furthermore, the participants highlighted that the Quizizz's leaderboard matched their favored learning style. In this way, this feature tends to evoke a positive learning atmosphere. Thus, it can be concluded that Quizizz could enhance vocabulary achievement among primary English as Secondary Language (ESL) pupils in rural schools.

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