Journal Screenshot

International Journal of Academic Research in Progressive Education and Development

Open Access Journal

ISSN: 2226-6348

Perceptions of Quizizz Mobile App Game: Insights from Undergraduate Students

Sowbaakawathy Ganesan, Shorouk Mohamed Farag Mohamed Aboudahr, Maslawati Mohamad

http://dx.doi.org/10.6007/IJARPED/v13-i3/22687

Open access

This study explores undergraduate students' perceptions of the Quizizz mobile app game as a tool for learning. In the 21st century learning, educational mobile app games are given equal importance for students’ engagements. One of the most easily accessed educational mobile apps is now available to make the lessons more engaging for the students. Quizizz is an interactive platform that allows educators to create engaging quizzes and students to participate in a game-based learning environment. The research aims to understand how students perceive the effectiveness, engagement, and overall impact of Quizizz on their learning experiences. The data was collected through focus group discussions and semi-structured interviews. The findings indicate that a majority of students view Quizizz positively, highlighting its role in increasing motivation, enhancing learning through immediate feedback, and making study sessions more enjoyable. However, some students expressed concerns about the potential for distraction and the varying quality of quizzes. The study also reveals differences in perception based on academic discipline and prior familiarity with gamified learning tools.

Akpabio, M. E. (2017). Teachers Use of Information and Communication Technology (ICT) in Teaching English Language in Senior Secondary Schools in Akwa Ibom State. Equatorial Journal of Education and Curriculum Studies, 28-33.
Ana-Belen Shanshez, J.-J. M. (2012). In service Teachers' attitudes towards the use ICT in the classroom. Elsevier, 7.
Balanskat, A., Blamire, R., & Kefala, S. (2006). The ICT impact report. European Schoolnet, 1, 1-71.
Dashtestani, R. (2015). Moving Bravely towards Mobile Learning: Iranian Students' Use of Mobile Devices for learning English as a Foreign Language. Computer Assisted Language Learning, 20.
Charsky, W. R. (2011). "Games are made for fun": Lessons on the effects of Concept Maps in the Classroom use of Computer Games. Elesevier, 11.
Furuya, C., Kimura, M., & Ohta, T. (2004). Mobile Language Learning-A Pilot Project on
Hadi Salehi, Z. S. (2011). Washback effect of high-stakes tests on ICT usage: Teachers' Per-ceptions. Australian Journal of Basic and Applied Sciences, 9.
Holder, C. R. (2006). New media and new literacies: Perspectives on change. Educause review, 41(6), 76. http://dx.doi.org/10.1080/028418501127346846
Isisag, K. U. (2012). The Positive Effects of Integrating ICT in Foreign Language Teaching . International Conference ICT for Language Learning, 9.
Kafyulilo, A. (2014). Access, Use and Perceptions of teachers and students towards mobile phones as a tool for teaching and learning in Tanzania. Educ Inf Technol, 13.
Kim, H. (2013). Emerging mobile apps to improve English listening skills. Multime-dia-Assisted Language Learning, 16(2), 11-30.
Lent, R. W., Brown, S. D., Talleyrand, R., McPartland, E. B., Davis, T., Chopra, S. B., ... & Chai, C. M. (2002). Career choice barriers, supports, and coping strategies: College students' experiences. Journal of Vocational behavior, 60(1), 61-72.
Lew, R. (2010). Multimodal Lexicography: The Representation of Meaning in Electronic Dictionaries. Lexikos 20: 290-306
Melor, M. M. (2007). Malaysian ESL teachers’ use of ICT in their classrooms: expectations and realities. ReCALL, 19(1), 79-95.
Meng, Z., & Li, R. (2024). Understanding Chinese teachers’ informal online learning continuance in a mobile learning community: an intrinsic–extrinsic motivation perspective. Journal of Computing in Higher Education, 36(2), 275-297.
Gialamas. N. (2015). "In-service and Pre-service Early Childhood Teachers' Views and Intentions about ICT use in Early Childhood Settings." Computers and Education.
Osei, C. D., Larbi, E., & Osei-Boadu, Y. (2014). Multidimensional barriers to information and communication technology adoption among senior high school teachers in Ghana. Interna-tional Journal of Education and Research, 2(12), 389–396
Anderson, E. B. (2009). Stories About Struggling Readers and Technology. Technol-ogy in Literacy Education , 3.
Thang, S. M. P. K. (2006). Malaysian Students' Perceptions of the Environment Contents in Their English Language Classes. Electronic Journal of Foreign Language Teaching, 1- 19.
Viberg, A. K.-H. (2018). Mobile Collaborative Language Learning: State of the Art. British Journal of Educational Technology , 11.
Rice, J. (2007). New Media Resistance: Barriers to Implementation of Computer Video Games in the Classroom. Journal of Educational Multimedia and Hypermedia, 12.
Wong, L.-H., & Hsu, C.-K. (2014). Effects of learning styles on learners’ collaborative patterns in a mobileassisted, Chinese character-forming game based on a flexible grouping approach. Technology, Pedagogy & Education, 25, 61–77.
Hwang, T. K.-H.-Y. (2015). Evaluating Listening and Speaking Skills in a Mobile Game-Based Learning Environment with Situational Contexts. Computer Assisted Language Learning, 21.
Goktas, Y., Yildirim, S., and Yildirim, Z. (January 2009). Journal of Educational Technology & Soci-ety Vol. 12, No. 1, Knowledge infrastructure of the future pp. 193-204
Malik, A. S., Boyko, O., Atkar, N., and Young, W. F. (2001) A Comparative Study of MR Imaging Profile of Titanium Pedicle Screws. Acta Radiologica, 42, 291-293.

Ganesan, S., Aboudahr, S. M. F. M., & Mohamad, M. (2024). Perceptions of Quizizz Mobile App Game: Insights from Undergraduate Students. International Journal of Academic Research in Progressive Education and Development, 13(3), 3707–3723.