Enhancing 21st-Century Learning: The Impact of Gamification with Quizwhizzer on English Language Vocabulary Acquisition

Authors

  • Queencie Dohny Preparatory Centre for Science and Technology, Universiti Malaysia Sabah
  • Megawati Soekarno Faculty of Psychology and Education, Universiti Malaysia Sabah

DOI:

https://doi.org/10.55927/nurture.v3i1.8508

Keywords:

21st-Century Learning, Digital Tools, Gamification, English Language Vocabulary, Quizwhizzer

Abstract

In the realm of 21st-century learning, the integration of digital tools like Kahoot! and Quizizz has ushered in an era of interactive learning experiences; particularly in enhancing students' acquisition of English language vocabulary. However, amidst the proliferation of digital tools in education, there arises a necessity for diverse platforms. Therefore, this study aims to assess the efficacy of incorporating Quizwhizzer application as a gamification tool within the educational landscape. This study employs the Quizwhizzer application to investigate the impact of gamification approach on the English language vocabulary performance of 42 Pre-university students. The participants' English language vocabulary scores are subjected to be analysed using quasi-experimental design. The findings show students’ notable improvement with the inclusion of gamification method, with effect size of 1.223 indicated a large effect size. This study's findings underscore that Quizwhizzer, akin to Kahoot! and Quizizz, serves as an effective gamification tool for enhancing students' performance in English language vocabulary.

Downloads

Download data is not yet available.

References

Akdogan, E. (2017). Developing vocabulary in game activities and game materials. Journal of Teaching and Education,7(1), 31-64

Basuki, Y., & Hidayati, Y. (2019). Kahoot! or Quizizz: The students’ perspectives. In Proceedings of the 3rd English Language and Literature International Conference (ELLiC) (pp. 202-211)

Debbita Tan Ai Lin., Ganapathy, M., & Manjet Kaur (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Sciences and Humanities, 26(1), 565-582

De Liu, R. S., & Webster, J. (2017). Toward meaningful engagement: A framework for design and research of gamified information systems. MIS quarterly, 41(4), 1011-1034.

Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, (27), 32-54

Efendi, J., & Sutiyarti, U. (2023, June). Implementation of Quizwhizzer Application in Japanese Language Cross Interest Class Grade 11th at SMAN 1 Batu. In Proceedings of the 2nd International Conference on Language, Literature, Education, and Culture, ICOLLEC 2022, 11–12 November 2022, Malang, Indonesia.

Ibanez, M. B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on learning technologies, 7(3), 291-301

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons

Kelly, J., Sadeghieh, T., & Adeli, K. (2014). Peer review in scientific publications: benefits, critiques, & a survival guide. Ejifcc, 25(3), 227

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother?. Academic exchange quarterly, 15(2), 146.

Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 1-23

Mishra, P., Pandey, C. M., Singh, U., Gupta, A., Sahu, C., & Keshri, A. (2019). Descriptive statistics and normality tests for statistical data. Annals of cardiac anaesthesia, 22(1), 67.McCarthy, M. (1990). Vocabulary acquisition. Oxford : Oxford University Press

NMC Horizon Report. (2014). K-12 Edition examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry in schools

Oktika, F. I., Karima, R. F. H., & Musarokah, S. (2023, March). Using Quizwhizzer game to improve students’ vocabulary mastery of seventh grade of SMP N 2 Rembang in the academic year 2021-2022. In Proceeding of English Teaching, Literature and Linguistics (ETERNAL) Conference (Vol. 3, No. 1, pp. 199-209)

Pallant, J. (2016). SPSS Survival Manual: A Step By Step Guide to Data Analysis Using SPSS Program (6th ed.). London, UK: McGraw-Hill Education

Premanand, E. M. (2014). Gamification in the Classroom. International Journal of Innovative Research in Computer Science & Technology, 2(5), 52

Putri, N. S. (2019). Kahoot application in English language teaching (ELT) context: An alternative learning strategy. ELSYA: Journal of English Language Studies, 1(1), 11- 15

Rahmani, E. F. (2020). The Benefits of Gamification in the English Learning Context. IJEE (Indonesian Journal of English Education), 7(1), 32-47

Sitanggang, A., Fadly, I., Jamaluddin, J., & Yunita, S. (2023). Learning Media Design Innovation of Civic Education: Overcoming Teacher Constraints and Encouraging Student Interest in Learning with Quizwhizzer in the Digital Era in SMPN 13 Medan. JUPE: Jurnal Pendidikan Mandala, 8(4), 1127-1133.

Statisticsolution. (n.d.) Paired T-test. Retrieved from

https://www.statisticssolutions.com/free-resources/directory-of- statistical- analyses/paired-sample-t-test

Tookoian J. (2016). What is the right number of test questions?. Retrieved from https://edulastic.com/blog/the-right-number-of-test- questions

Wahyuningsih, F., Saksono, L., & Samsul, S. I. (2021, December). Utilization of QuizWhizzer educational game applications as learning evaluation media. In International Joint Conference on Science and Engineering 2021 (IJCSE 2021) (pp. 148-152). Atlantis Press.

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! For learning–A literature review. Computers & Education, 149, 103818

Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom. International Journal of Higher Education, 8(1), 37- 43

Downloads

Published

2024-02-28

How to Cite

Dohny, Q., & Soekarno, M. . (2024). Enhancing 21st-Century Learning: The Impact of Gamification with Quizwhizzer on English Language Vocabulary Acquisition. Indonesian Journal of Educational Science and Technology, 3(1), 45–60. https://doi.org/10.55927/nurture.v3i1.8508