Foreign Language Learning Gamification Using Quizizz: A Systematic Review Based on Students’ Perception

Pepen Permana(1*), Irma Permatawati(2), Ending Khoerudin(3),

(1) Universitas Pendidikan Indonesia
(2) Universitas Pendidikan Indonesia
(3) Universitas Pendidikan Indonesia
(*) Corresponding Author




DOI: https://doi.org/10.26858/eralingua.v7i2.23969

Abstract


Abstract. Gamification, or the use of game attributes outside of a game context to affect learning-related behaviors or attitudes, is seen as an innovative way to support the diverse needs of students with learning or behavioral challenges. One digital educational game that is gaining popularity is Quizizz, a game-based online test that enables entertaining multiplayer teaching activities and allows learners to practice with their devices. This study aimed to examine students' perceptions of the use of Quizizz as a formative test tool in German classrooms at Universitas Pendidikan Indonesia. The participants of this study were first-year students studying German who were given a formative test using Quizizz for one semester. A descriptive qualitative research design was used in this study, in which data were collected from questionnaires to gain insight into how Quizizz affected the aspects of enjoyment, motivation, engagement, and satisfaction. The results showed that all aspects asked in the questionnaire received a strong positive response, indicating that students have a very good perception of Quizizz in the classroom. The positive response to the use of Quizizz in German language learning suggests that it could be used more widely as a formative assessment tool in language learning. The findings suggest that gamification can be an effective way to engage students and motivate them to learn. As a result, educators may want to consider using other gamified tools and techniques in the classroom to create a more enjoyable and engaging learning experience.

Keywords: Gamification, German Classroom, Quizizz, Students' Perception

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References


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