Comparing engagement and active participation with gamification in Quizizz applications: influences on the teaching-learning process

Gamification dynamics can have positive effects on educational variables, including significant learning, motivation for learning and perceived self-confidence. Sometimes, these effects are conditioned by the level of engagement and active participation of students. Therefore, this study was designed with the aim of describing an innovation experience based on the use of the Quizizz digital platform as a tool to gamify learning in the university classroom. Considering the influence of students’ engagement and active participation, the research analyses the contribution of this active methodology to the improvement of academic performance, meaningful learning, motivation and self-confidence. A total of 49 higher education students participated in this study and completed a questionnaire after finishing the intervention. The results show the benefits perceived by these students when gamification dynamics are applied with Quizizz in the teaching-learning process. Improvements in learning outcomes are also observed when university students maintain constant participation and active engagement in the applied gamification experience.

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Publication Details

Journal
Technology Pedagogy and Education
Published
2025-04-16
DOI
https://doi.org/10.1080/1475939x.2025.2488320
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44

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article

Comparing engagement and active participation with gamification in Quizizz applications: influences on the teaching-learning process

Cecilia Latorre Cosculluela, Virginia Hernanz, Cristina Suárez
1 citations
Technology Pedagogy and Education
Educational Games and Gamification
3.44
article

Comparing engagement and active participation with gamification in Quizizz applications: influences on the teaching-learning process

Cecilia Latorre Cosculluela, Virginia Hernanz, Cristina Suárez
article en
1 citations

Abstract

Gamification dynamics can have positive effects on educational variables, including significant learning, motivation for learning and perceived self-confidence. Sometimes, these effects are conditioned by the level of engagement and active participation of students. Therefore, this study was designed with the aim of describing an innovation experience based on the use of the Quizizz digital platform as a tool to gamify learning in the university classroom. Considering the influence of students’ engagement and active participation, the research analyses the contribution of this active methodology to the improvement of academic performance, meaningful learning, motivation and self-confidence. A total of 49 higher education students participated in this study and completed a questionnaire after finishing the intervention. The results show the benefits perceived by these students when gamification dynamics are applied with Quizizz in the teaching-learning process. Improvements in learning outcomes are also observed when university students maintain constant participation and active engagement in the applied gamification experience.

Technology Pedagogy and EducationVol. 34(5)
Universidad de Alcalá (ES), Universidad de Zaragoza (ES)
Gobierno de Aragón
Openalex Percentile: Top 11%
Educational Games and Gamification
3.44
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