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The Use of Quizizz As An Online Assessment Application for Science Learning in The Pandemic Era
6 references·0 citing·31 second hop
The Use of Quizizz As An Online Assessment Application for Science Learning in The Pandemic Era (2020)The Use of Quizizz As An Online Assessmen…The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The role of gamified e-quizze…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 …Online Versus Offline Perspectives on Gamified Learning (2017)Online Versus Offline Perspec…Curriculum Design of a Flipped Classroom to Enhance Haematology Learning (2016)Curriculum Design of a Flippe…Multimedia Learning (2002)Multimedia LearningActive learning : creating excitement in the classroom (1991)Does Active Learning Work? A Review of the Research (2004)Active learning increases student performance in science, engineering, and mathematics (2014)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)The flipped classroom: A review of its advantages and challenges (2018)The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels (2020)Cognitive Load Theory and the Format of Instruction (1991)Working Memory (1992)Cognitive principles of multimedia learning: The role of modality and contiguity. (1999)First principles of instruction (2002)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)THE USE OF QUIZIZZ AND KAHOOT! IN THE TRAINING FOR MILLENNIAL GENERATION (2020)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)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)The impact of gamified learning using Quizizz on ESL learners’ grammar achievement (2023)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Reality is broken: why games make us better and how they can change the world (2012)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Gamification Applications in E-learning: A Literature Review (2021)AI ‐driven adaptive learning for sustainable educational transformation (2024)Video Games and the Future of Learning (2005)Effectiveness Of Quizizz in Interactive Teaching and Learning Malay Grammar (2021)Pengaruh Penggunaan Media Pembelajaran Quizizz terhadap Hasil Belajar Siswa pada Mata Pelajaran Matematika melalui Daring di Sekolah Dasar (2021)
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References

  • 2002Multimedia Learning8,619 cited
  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system610 cited
  • 2018Implementing Quizizz as Game Based Learning in the Arabic Classroom129 cited
  • 2018Implementing Quizizz as Game Based Learning in the Arabic Classroom92 cited
  • 2016Curriculum Design of a Flipped Classroom to Enhance Haematology Learning81 cited
  • 2017Online Versus Offline Perspectives on Gamified Learning47 cited

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