Level up: how gamified learning with Kahoot! and Quizizz (Wayground) transforms the English language classroom

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
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