
Integrating Quizizz in the English classroom: Game-based learning and assessment
DOI:
10.62941/ijass.v1i1.18Issue:
Vol. 1 No. 1 (2024): January-MarchKeywords:
English Classroom, game-based learning, online assessment, QuizizzResearch Article
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Abstract
Quizizz is an outstanding online tool for creating interactive test that can possibly be used to enhance English language skill. This study aims to delineate the implementation of Quizizz as a game-based learning and assessment support tool in the English class of accounting study program at the Universitas Islam Kebangsaan Indonesia. In this case, Quizizz is used for the students who are disinterested in studying toward the end of the lesson (30 minutes before it finishes). Moreover, because the results of their gameplay are promptly shown on the screen, lecturers can use this web tool to conduct first-hand assessment as students are playing. Based on the authors’ testing of the implementation of Quizizz in English classroom, it was discovered that students enjoyed using Quizizz for practices due to its engaging display resembled a game. They increasingly focused on the subject at hand and passionately responded to the questions. The results indicate that the students showed an eager interest in studying English and expressed a favorable attitude toward Quizizz.
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Author Biographies
Rizka Sylvia, Department of Accounting, Faculty of Economics and Business, Universitas Islam Kebangsaan Indonesia, Indonesia
Ahmed Al Khalidi, Department of Sharia Law, Faculty of Sharia and Law, Universitas Islam Kebangsaan Indonesia, Bireuen, Indonesia
Putri Fadia Ikrima, Department of Accounting, Faculty of Economics and Business, Universitas Islam Kebangsaan Indonesia, Bireuen, Indonesia
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Copyright (c) 2024 Rizka Sylvia, Ahmed Al Khalidi, Putri Fadia Ikrima

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