Journal Screenshot

International Journal of Academic Research in Progressive Education and Development

Open Access Journal

ISSN: 2226-6348

Quizizz-Based Gamification to Improve Fractions to Percentages Converting Ability among 5th Grade Students in SJKC Chong Cheng

Boon Poh Ching, Nurfaradilla Mohammad Nasri

http://dx.doi.org/10.6007/IJARPED/v11-i2/14010

Open access

It has been generally recognized that students face difficulties in solving daily problems involving percentages. This study was conducted to test the effect of the use of Quizizz-based gamification in improving the skills of students, especially in problems involving converting mixed numbers to percentages and vice versa. A total number of 40 Year 5 Ken students were selected as the treatment group while 37 students from 5 Qin were used as the control group. Both classes are from Sekolah Jenis Kebangsaan Cina Chong Cheng, which is the largest primary school in Penang. Preliminary tests for both classes were conducted. An intervention involving a gamification approach through the Quizizz-based gamification was conducted. Final tests for the same topic were conducted after the gamification approach and the conventional approach were conducted for both classes. Through this study, it was found that students from the treatment group who used the Quizizz-based gamification approach have shown significant improvement in the skills of converting fractions to percentages and vice versa.

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology, September, 131–136.
Alamri, A. (2016). Should Video Games Be Included in the Learning Process? International Journal of
Education, 8 (1), 23.
Alhuwaydi, A. A. (2020). Effect Of Smartphone Flashcard App On Saudi Undergraduates’ Vocabulary Acquisition In EFL Reading Classes. Asian EFL Journal.
Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93.
Bovermann, K., & Bastiaens, T. J. (2020). Towards a motivational design? Connecting gamification user types and online learning activities. Research and Practice in Technology Enhanced Learning, 15(1), 1–18.
Cankaya, S. & Karamate, A. (2009). The effects of educational computer games on students' attitudes
towards mathematics courses and educational computer games. Procedia-Social and Behavioral Sciences, 11 (1), 145-149.
Deterding, S. Sicart, M. Nacke, L, O'Hara, K. & Dixon, D. (2011). The Effects Of Educational Computer Games On Students' Attitudes Towards Mathematics Courses And Educational Computer Games. In CHI'11 Extended Abstracts on Human Factories in Computing Systems (pp-2425-2428). ACM.
Durin, F., Lee, R., Bade, A., On, C. K., & Hamzah, N. (2019). Impact of Implementing Game Elements in a Gamifying Educational Environment: A Study. Journal of Physics: Conference Series, 1358(1).
Faiqah, N., Hamid@Fauzi, A., Osman, M., Razali, S., Rahila, N., & Ibrahim, W. (2019). Student Engagement in Learning Software Engineering Subject using Gamification Approach: A Case Study. Journal of Advanced Computing Technology and Application (Jacta), 1(2), 27–31.
F. Zhao. (2019). Using Quizizz To Integrate Fun Multiplayer Activity In The Accounting Classroom. Int. J. High. Educ., vol. 8, no. 1, pp. 37–43.
Imran Basha K. (2020). A study on Gamification and its Impact on Higher Education in the Modern Techno Era. Journal of Interdisciplinary Cycle Research, XII(2), 464–471.
Khaleel, F. L., Ashaari, N. S., & Wook, T. S. M. T. (2020). The Impact Of Gamification On Students' Learning Engagement. International Journal of Electrical and Computer Engineering, 10(5), 4965–4972.
Rahimah Wahid. (2019). Kaedah Gamifikasi Sebagai Alternatif Pengajaran Dan Pembelajaran Dalam Kursus Berkaitan Alam Sekitar. Journal of Education and Social Sciences, 12(2), 50–53.
Riley, N., Lubans, D., Holmes, K., Hansen, V., Gore, J., & Morgan, P. (2017). Movement-based Mathematics: Enjoyment and engagement without compromising learning through the EASY minds program. Eurasia Journal of Mathematics, Science and Technology Education, 13 (6), 1653–1673.
Sánchez-Mena, A., & Martí-Parreño, J. (2017). Drivers and barriers to adopting gamification:Teachers’ perspectives. Electronic Journal of E-Learning, 15(5), 434–443.
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286.
Tangkui, R. Bin, & Keong, T. C. (2020). Kesan Pembelajaran Berasaskan Permainan Digital Minecraft Terhadap Pencapaian Murid Tahun Lima dalam Pecahan. Malaysian Journal of Social Sciences and Humanities (MJSSH), 5 (9), 98–113.
Vlachopoulos, D., & Makri, A. (2017). The Effect Of Games And Simulations On Higher Education: A Systematic Literature Review. International Journal of Educational Technology in Higher Education, 14 (1).
Wiwin, H., Eva, M., Auliana, N., Hambali. & Juna, E. (202). Gamification in Learning using Quizizz Application as Assessment Tools. Journal of Physics: Conference series 1783 (2021) 012111.

In-Text Citation: (Ching & Nasri, 2022)
To Cite this Article: Ching, B. P., & Nasri, N. M. (2022). Quizizz-Based Gamification to Improve Fractions to Percentages Converting Ability among 5th Grade Students in SJKC Chong Cheng. International Journal of Academic Research in Progressive Education and Development. 11(2), 1753 - 1762.