Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz

Gamification in education provides a new pathway for learners to be more engaged in their learning journey. „Quizizz‟ is an online game that is used by educators for academic purposes. It allows educators to conduct self-paced online formative assessments in a fun and engaging manner. This study is a quantitative study undertaken to explore the perception of 91 distant post graduate students towards „Quizizz‟. Most of these post graduate students are English teachers serving at elementary schools, secondary schools and tertiary institutions. In this article, despite the students‟ perceptions towards „Quizizz‟ which generally are positive, however, the challenges to the learning process are also prominent. The quest ionnaire consists of 20 items. The data were analyzed descriptively (frequency and percentage) using SPSS version 25. Most of the respondents agreed that „Quizizz‟ is able to provide a platform which promotes positive reinforcement, motivation and immediate feedback when their marks are being displayed on the leaderboard. It is hoped that the findings could provide some insights to educators in employing „Quizizz‟ as their formative assessments.

[1]  Richard M. Ryan,et al.  Autonomy and Relatedness as Fundamental to Motivation and Education , 1991 .

[2]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[3]  George Siemens Connectivism: A Learning Theory for the Digital Age , 2004 .

[4]  M. Prensky Listen to the Natives. , 2006 .

[5]  Marc Prensky,et al.  Don't bother me, Mom, I'm learning! , 2006 .

[6]  S. Hidi,et al.  The Four-Phase Model of Interest Development , 2006 .

[7]  Robert J. Moore,et al.  The life and death of online gaming communities: a look at guilds in world of warcraft , 2007, CHI.

[8]  Juan C. Burguillo,et al.  Using game theory and Competition-based Learning to stimulate student motivation and performance , 2010, Comput. Educ..

[9]  Henk G. Schmidt,et al.  Situational Interest and Academic Achievement in the Active-Learning Classroom. , 2011 .

[10]  Supyan Hussin,et al.  Evaluating the effectiveness of e-learning in language classrooms , 2011 .

[11]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[12]  Ching-Hsue Cheng,et al.  A Game-based learning system for improving student's learning effectiveness in system analysis course , 2012 .

[13]  Scott Nicholson A User-Centered Theoretical Framework for Meaningful Gamification , 2012 .

[14]  Stephen Aguilar,et al.  GradeCraft: what can we learn from a game-inspired learning management system? , 2013, LAK '13.

[15]  Peggy Brickman,et al.  Best Practices for Measuring Students’ Attitudes toward Learning Science , 2013, CBE life sciences education.

[16]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[17]  T. C. Nicholas Graham,et al.  Beyond designing for motivation: the importance of context in gamification , 2014, CHI PLAY.

[18]  Kevin Werbach,et al.  (Re)Defining Gamification: A Process Approach , 2014, PERSUASIVE.

[19]  Gilad Ravid,et al.  Detecting playfulness in educational gamification through behavior patterns , 2015, IBM J. Res. Dev..

[20]  Tara J Brigham An Introduction to Gamification: Adding Game Elements for Engagement , 2015, Medical reference services quarterly.

[21]  K. O'malley,et al.  Teaching in a Digital Age: How Educators Use Technology to Improve Student Learning , 2016 .

[22]  S. Edney,et al.  Does gamification increase engagement with online programs? A systematic review , 2017, PloS one.

[23]  D. Dicheva,et al.  Gamifying education: what is known, what is believed and what remains uncertain: a critical review , 2017, International Journal of Educational Technology in Higher Education.

[24]  Gülsüm Asiksoy,et al.  The Effects of Clicker-Aided Flipped Classroom Model on Learning Achievement, Physics Anxiety and Students' Perceptions. , 2018 .

[25]  Fang Zhao Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom , 2019, International Journal of Higher Education.

[26]  Derya Orhan Göksün,et al.  Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz , 2019, Comput. Educ..

[27]  Maizatul Hayati Mohamad Yatim,et al.  A COMPARATIVE STUDY OF FORMATIVE ASSESSMENT TOOLS , 2019, Journal of Information System and Technology Management.

[28]  M. Yunus,et al.  BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTS , 2019, Humanities & Social Sciences Reviews.

[29]  Y. Basuki,et al.  Kahoot! or Quizizz: the Students’ Perspectives , 2019, Proceedings of the Proceedings of the 3rd English Language and Literature International Conference, ELLiC, 27th April 2019, Semarang, Indonesia.

[30]  M. Yunus,et al.  Pupils Motivation And Perceptions Towards Learning English Using Quizvaganza , 2019, International Journal of Scientific and Research Publications (IJSRP).

[31]  Zamzami Zainuddin,et al.  The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system , 2020, Comput. Educ..

[32]  Khe Foon Hew,et al.  A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement , 2018, Interact. Learn. Environ..

[33]  M. Lepper,et al.  Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning , 2021 .