Gamification in T&L of mathematics: Teacher's willingness in using Quizizz as an additional assessment tool

6Citations
Citations of this article
110Readers
Mendeley users who have this article in their library.
Get full text

Abstract

Gamification in education means adding games or game-based elements in the process of teaching and learning (T&L). Gamification makes the process of T&L more attractive, interactive and engaging, thereby enhancing its quality. Quizizz is an example of gamification which can be applied in class provided that both the teacher and the students have the means to connect to the internet and the tools to participate. It is an online quiz in which the student can take part individually or by groups. This study was conducted to investigate the capabilities and the willingness of mathematics teachers in certain schools of Kedah to apply Quizizz in T&L as an additional assessment tool. 30 were selected as research sample. The teachers were exposed to gamification in education and then specifically taught about Quizizz and its implementation. The teachers are then required to apply what they have learned in an actual class session with their own students. The results of their Quizizz sessions are then collected to be analyzed. A survey was also distributed to the teachers to find out their perception about Quizizz as an additional class assessment. The results indicated that the teachers are ready and willing to use Quizizz as one of the teaching aids to assess students in the classroom.

Cite

CITATION STYLE

APA

Saleh, S. M., & Sulaiman, H. (2019). Gamification in T&L of mathematics: Teacher’s willingness in using Quizizz as an additional assessment tool. In AIP Conference Proceedings (Vol. 2184). American Institute of Physics Inc. https://doi.org/10.1063/1.5136373

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free