UTILIZING QUIZIZZ AS A LEARNING TOOL FOR ESL STUDENTS IN A PRIVATE UNIVERSITY IN IPOH

The study aimed to determine the motivational factors influencing ESL students' engagement through gamification in online learning, particularly QUIZIZZ, which can be used as an effective, online educational tool to integrate into the academic curriculum. By using Self-determination theory (SDT) as the theoretical framework, the theory brought multiple understandings into basic motivational behaviour and personality that promote mental health into quality of life. A quantitative approach was employed through a total of 25 undergraduate TESL students from a private university in Ipoh, Perak, who participated via a random sampling method. Data were collected from a structured questionnaire in a survey using a 5-point Likert scale and analysed with the Statistical Package for Social Science (SPSS). Descriptive statistics revealed that while some students were highly motivated by gamified elements like leaderboards and interactivity, others showed moderate motivation due to personal learning styles. The findings also suggested that QUIZIZZ can effectively enhance engagement and learning when used strategically because students were motivated by the rewards in the online platform, requiring individuals to feel the ownership of their motivation and personal development. The study implies that when integrating gamification into the academic curriculum, it must be tailored to diverse learning preferences. Teachers should consider students' psychological needs and individual motivation levels in online learning environments. Future research is recommended to adopt mixed-method approaches and explore broader student perspectives to deepen understanding of engagement factors.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-06-30
DOI
https://doi.org/10.5281/zenodo.15742677
Primary Topic
Educational Games and Gamification
Type
article
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article

UTILIZING QUIZIZZ AS A LEARNING TOOL FOR ESL STUDENTS IN A PRIVATE UNIVERSITY IN IPOH

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

UTILIZING QUIZIZZ AS A LEARNING TOOL FOR ESL STUDENTS IN A PRIVATE UNIVERSITY IN IPOH

article en

Abstract

The study aimed to determine the motivational factors influencing ESL students' engagement through gamification in online learning, particularly QUIZIZZ, which can be used as an effective, online educational tool to integrate into the academic curriculum. By using Self-determination theory (SDT) as the theoretical framework, the theory brought multiple understandings into basic motivational behaviour and personality that promote mental health into quality of life. A quantitative approach was employed through a total of 25 undergraduate TESL students from a private university in Ipoh, Perak, who participated via a random sampling method. Data were collected from a structured questionnaire in a survey using a 5-point Likert scale and analysed with the Statistical Package for Social Science (SPSS). Descriptive statistics revealed that while some students were highly motivated by gamified elements like leaderboards and interactivity, others showed moderate motivation due to personal learning styles. The findings also suggested that QUIZIZZ can effectively enhance engagement and learning when used strategically because students were motivated by the rewards in the online platform, requiring individuals to feel the ownership of their motivation and personal development. The study implies that when integrating gamification into the academic curriculum, it must be tailored to diverse learning preferences. Teachers should consider students' psychological needs and individual motivation levels in online learning environments. Future research is recommended to adopt mixed-method approaches and explore broader student perspectives to deepen understanding of engagement factors.

Zenodo (CERN European Organization for Nuclear Research)
Quest International University Perak (MY)
Quality Education
Openalex Percentile: Top 47%
Educational Games and Gamification
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UTILIZING QUIZIZZ AS A LEARNING TOOL FOR ESL STUDENTS IN A PRIVATE UNIVERSITY IN IPOH · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS