SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Use of Quizizz as an Online Teaching and Learning Assessment tool in an ESL Classroom: A Systematic Literature Review
11 references·0 citing·42 second hop
The Use of Quizizz as an Online Teaching and Learning Assessment tool in an ESL Classroom: A Systematic Literature Review (2022)The Use of Quizizz as an Online Teaching …Gamification in Learning using Quizizz Application as Assessment Tools (2021)Gamification in Learning usin…Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz (2021)Exploring a Gamified Learning…Online Teaching and Learning in Higher Education during the Coronavirus Pandemic: Students’ Perspective (2020)Online Teaching and Learning …Gamification-Based Assessment: The Washback Effect of Quizizz on Students’ Learning in Higher Education (2020)Gamification-Based Assessment…Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom (2019)Using Quizizz to Integrate Fu…Pupils Motivation And Perceptions Towards Learning English Using Quizvaganza (2019)Pupils Motivation And Percept…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…Implementing Quizizz as Game Based Learning in the Arabic Classroom (2018)Implementing Quizizz as Game …Implementing Quizizz as Game Based Learning in the Arabic Classroom (2018)Implementing Quizizz as Game …Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training (2011)Casual Social Games as Seriou…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Handbook of Industrial and Organizational Psychology. (1977)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Developing a Theory of Gamified Learning (2014)Gamification in Education: A Systematic Mapping Study (2015)Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Gaming in a 3D multiuser virtual environment: engaging students in Science lessons (2006)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)The Use of Quizizz As An Online Assessment Application for Science Learning in The Pandemic Era (2020)ANALISIS ANTUSIASME SISWA DALAM EVALUASI BELAJAR MENGGUNAKAN PLATFORM QUIZIZZ (2021)PELATIHAN PENGGUNAAN APLIKASI QUIZIZZ DAN WORDWALL PADA PEMBELAJARAN IPA BAGI GURU-GURU SDIT AL-KAHFI (2021)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Innovators or inhibitors? Accounting faculty resistance to new educational technologies in higher education (2016)Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya (2020)Pengaruh Penggunaan Media Pembelajaran Quizizz terhadap Hasil Belajar Siswa pada Mata Pelajaran Matematika melalui Daring di Sekolah Dasar (2021)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Qualitative research: Methods in the social sciences (2006)Designing and Conducting Mixed Methods Research (2007)The effect of using Kahoot! for learning – A literature review (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Does Washback Exist? (1993)Validity and washback in language testing (1996)Reality is broken: why games make us better and how they can change the world (2012)Exploring the impact of the adaptive gamified assessment on learners in blended learning (2024)Evaluating the Effectiveness of Quizizz for Enhancing English Vocabulary Acquisition and Engagement Among Rural Elementary Students (2025)User Acceptance of Information Technology: Toward A Unified View1 (2003)Online learning amid the COVID-19 pandemic: Students perspectives (2020)Online Learning: A Panacea in the Time of COVID-19 Crisis (2020)Developing a Holistic Success Model for Sustainable E-Learning: A Structural Equation Modeling Approach (2021)E-Learning vs. Face-To-Face Learning: Analyzing Students’ Preferences and Behaviors (2021)Understanding Student Acceptance of Online Learning Systems in Higher Education: Application of Social Psychology Theories with Consideration of User Innovativeness (2021)From Game Design Elements to Gamefulness: Defining “Gamification” (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Using Gamification to Enhance Second Language Learning. (2015)Higher Education Students’ Online Instruction Perceptions: A Quality Virtual Learning Environment (2021)Teachers’ Perception towards the Use of Quizizz in the Teaching and Learning of English: A Systematic Review (2021)Modern Technologies and Gamification in Historical Education (2022)Video Games and the Future of Learning (2005)Gamification Applications in E-learning: A Literature Review (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)
this work references cited by second hop

References

  • 2020Online Teaching and Learning in Higher Education during the Coronavirus Pandemic: Students’ Perspective1,752 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz516 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2019Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom298 cited
  • 2011Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training272 cited
  • 2018Implementing Quizizz as Game Based Learning in the Arabic Classroom129 cited
  • 2021Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz118 cited
  • 2018Implementing Quizizz as Game Based Learning in the Arabic Classroom92 cited
  • 2020Gamification-Based Assessment: The Washback Effect of Quizizz on Students’ Learning in Higher Education66 cited
  • 2021Gamification in Learning using Quizizz Application as Assessment Tools46 cited
  • 2019Pupils Motivation And Perceptions Towards Learning English Using Quizvaganza20 cited

Cited by

No citing works inside the corpus for this window.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work