Abdul Mutalib, Nor Adriena Amiz and Bazlan, Anis Shahira
(2025)
Level up: how gamified learning with Kahoot! and Quizizz (Wayground) transforms the English language classroom.
Bulletin.
Universiti Teknologi MARA, Negeri Sembilan.
Abstract
Gamified learning platforms like Kahoot! and Quizizz (now Wayground) are transforming language classrooms by actively engaging students through game-based elements such as points, challenges, and instant feedback. Instead of passive memorisation, learners become motivated participants who connect with content, collaborate, and build essential soft skills. These tools not only enhance English language acquisition but also foster curiosity, adaptability, and resilience key qualities that support lifelong learning in an evolving educational landscape.
Metadata
| Item Type: | Monograph (Bulletin) |
|---|---|
| Creators: | Creators Email / ID Num. Abdul Mutalib, Nor Adriena Amiz UNSPECIFIED Bazlan, Anis Shahira UNSPECIFIED |
| Subjects: | L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction L Education > LB Theory and practice of education > Learning. Learning strategies L Education > LB Theory and practice of education > Learning ability |
| Divisions: | Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus |
| Journal or Publication Title: | Buletin APB Edisi 15 |
| ISSN: | 2682-7948 |
| Keywords: | Gamification, engagement, language learning, lifelong learning |
| Date: | October 2025 |
| URI: | https://ir.uitm.edu.my/id/eprint/127913 |
