Factors Affecting University Students' Preference for Using Quizizz in Gamified Learning Activities

In the digital era, the combination of technology and education is encouraged to foster students’ learning experience. Gamification is the presence of game elements in a non-game context to promote users’ engagement. Quizizz as a gamified learning platform is one of the more favorable for students and lecturers, owing to its approachable features. Previous studies about Quizizz have existed, though the context of Vietnamese university students’ preferences is still relatively new. This study aims to evaluate which factors influence students’ preferences based on a pre-conceptualized model concerning utilizing Quizizz in gamified learning settings. A quantitative approach and a 23-item questionnaire using a 5-point Likert scale were conducted to obtain data from 141 students from universities in Vietnam. From the accumulated data, the results reveal that usefulness is the most impactful factor influencing preference for Quizizz in a gamified setting. Knowledge improvement also plays a significant role in determining the level of usefulness perceived by the students. Implications and challenges derived from the findings point to further research possibilities and pedagogical applications.

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Published
2024-12-13
DOI
https://doi.org/10.1145/3729434.3729440
Primary Topic
Education and Learning Interventions
Type
article
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article

Factors Affecting University Students' Preference for Using Quizizz in Gamified Learning Activities

H. Tong, Danh Thanh Ly, Vi Tuong Nguyen, Bao Huynh Vu Phan
Education and Learning Interventions
article

Factors Affecting University Students' Preference for Using Quizizz in Gamified Learning Activities

H. Tong, Danh Thanh Ly, Vi Tuong Nguyen, Bao Huynh Vu Phan
article en

Abstract

In the digital era, the combination of technology and education is encouraged to foster students’ learning experience. Gamification is the presence of game elements in a non-game context to promote users’ engagement. Quizizz as a gamified learning platform is one of the more favorable for students and lecturers, owing to its approachable features. Previous studies about Quizizz have existed, though the context of Vietnamese university students’ preferences is still relatively new. This study aims to evaluate which factors influence students’ preferences based on a pre-conceptualized model concerning utilizing Quizizz in gamified learning settings. A quantitative approach and a 23-item questionnaire using a 5-point Likert scale were conducted to obtain data from 141 students from universities in Vietnam. From the accumulated data, the results reveal that usefulness is the most impactful factor influencing preference for Quizizz in a gamified setting. Knowledge improvement also plays a significant role in determining the level of usefulness perceived by the students. Implications and challenges derived from the findings point to further research possibilities and pedagogical applications.

FPT University (VN)
Openalex Percentile: Top 50%
Education and Learning Interventions
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Factors Affecting University Students' Preference for Using Quizizz in Gamified Learning Activities — H. Tong, Danh Thanh Ly, et al. · (2024) | TGRS Research Map | TGRS