Gamification: Quizizz in Mathematical Game Learning for Secondary Students

Wanda Nugroho Yanuarto, Putri Dinda Hastinasyah

Abstract


Digital textbooks and online homework have made students used to classes without books. Technology in the classroom and exam administration helps retain students. Technology and non-traditional assessments are supported by pedagogy to improve student learning. Quizizz is a multiplayer educational game that makes classroom practice fun and interactive. This survey examined students' opinions of Quizizz for online math learning. It involved 45 students from a senior high school in Bulukamba, Indonesia. This study used a 10-question web-based survey to assess students' views on Quizizz's use in online mathematical learning. Quizizz improved students' attention spans, focus on the lesson, and comprehension even when they used it at home to study. Because it's easy to use, attractive, and like a game, students enjoy learning and retain more.


Keywords


Quizizz; game mathematics learning; survey

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References


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DOI: https://doi.org/10.31002/ijome.v5i2.6588

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