Gamifying English Language Teaching: A Narrative Inquiry into the use of Quizizz

This study investigates how English teachers implement Quizizz as a gamification tool in their ELT (English Language Teaching). Despite the growing adoption of technology in education, research on the comprehensive integration of gamification tools across various instructional stages beyond their application in assessments remains limited. This research employs a narrative inquiry approach to explore the strategies teachers use and the challenges they face. It aims to understand how Quizizz influences teaching practices through the personal experiences of educators. Through semi-structured interviews with three experienced and certified teachers, the study reveals effective strategies such as using Quizizz for micro-skills development, such as vocabulary and grammar practice, aligning activities with learning objectives and incorporating the tool at various instructional stages. Teachers reported significant increases in student engagement and motivation attributed to the competitive elements and immediate feedback provided by Quizizz. However, challenges such as technology access, digital literacy, and infrastructure limitations were also noted. Teachers implemented solutions like backup plans, alternative assignments, and collaborative learning strategies to address these issues. The study highlights the adaptability of Quizizz, recommending further investment in technological infrastructure and professional development to optimize its use. Recommendations for future practice include investing in technological infrastructure, enhancing digital literacy, and fostering collaboration are strongly suggested. This study enhances the understanding of gamification in ELT and provides valuable insights for advancing the use of digital tools in education.

Authors

Publication Details

Published
2025-03-28
DOI
https://doi.org/10.47836/pp.1.2.009
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Gamifying English Language Teaching: A Narrative Inquiry into the use of Quizizz

Irwanto Irwanto, Yuyun Yulia
1 citations
Educational Games and Gamification
3.44
article

Gamifying English Language Teaching: A Narrative Inquiry into the use of Quizizz

Irwanto Irwanto, Yuyun Yulia
article en
1 citations

Abstract

This study investigates how English teachers implement Quizizz as a gamification tool in their ELT (English Language Teaching). Despite the growing adoption of technology in education, research on the comprehensive integration of gamification tools across various instructional stages beyond their application in assessments remains limited. This research employs a narrative inquiry approach to explore the strategies teachers use and the challenges they face. It aims to understand how Quizizz influences teaching practices through the personal experiences of educators. Through semi-structured interviews with three experienced and certified teachers, the study reveals effective strategies such as using Quizizz for micro-skills development, such as vocabulary and grammar practice, aligning activities with learning objectives and incorporating the tool at various instructional stages. Teachers reported significant increases in student engagement and motivation attributed to the competitive elements and immediate feedback provided by Quizizz. However, challenges such as technology access, digital literacy, and infrastructure limitations were also noted. Teachers implemented solutions like backup plans, alternative assignments, and collaborative learning strategies to address these issues. The study highlights the adaptability of Quizizz, recommending further investment in technological infrastructure and professional development to optimize its use. Recommendations for future practice include investing in technological infrastructure, enhancing digital literacy, and fostering collaboration are strongly suggested. This study enhances the understanding of gamification in ELT and provides valuable insights for advancing the use of digital tools in education.

Vol. 1(2)
Openalex Percentile: Top 11%
Educational Games and Gamification
3.44
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