Engaging students with game-based learning: applying Quizziz and Quizwhizzer in teaching economics / Norsilawati Mohd Hassan ... [et al.]

Mohd Hassan, Norsilawati and Nik Hassan, Nik Suriati and Ab Rani, Nor Zuriati Amani and Zahari, Nor Sabrina and Husin, Suraya (2023) Engaging students with game-based learning: applying Quizziz and Quizwhizzer in teaching economics / Norsilawati Mohd Hassan ... [et al.]. In: UNSPECIFIED.

Abstract

Modern educational practices include a wide range of innovative techniques that use technology, interactive learning, and individualized instruction to enhance the learning process. The use of interactive games that include educational content is an effective tool for engaging students. It makes learning entertaining while improving motivation, critical thinking, and problem-solving abilities. A dynamic and engaging learning environment can be produced by utilizing several game techniques, such as rewards, competition, and teamwork. Quizizz and Quizwhizzer are the two online assessment tools that have been applied to this innovation to encourage students’ participation and commitment in the classroom while learning economics, r digitally or physically. Quizizz and Quizwhizzer are engaging educational game tools that can turn materials or questions into interactive games that can be used to build quizzes. These two web tools are also user-friendly and accessible from various devices with an internet connection. It also allows students to participate from different locations and devices. The unique features, such as self-paced learning, customization, points, and a leaderboard, have motivated students to actively participate in the quizzes. The findings show that more than 80% of respondents agree that using Quizizz and Quizwhizzer can help to create an interactive learning environment, increase engagement for teaching and learning purposes, and encourage visual participation in teaching and learning activities. Therefore, implementing game-based learning in the classroom is advised to increase student engagement and finally enhance students' results in learning economics in parallel with the Sustainable Development Goal (SDG) to achieve quality education.

Metadata

Item Type: Conference or Workshop Item (Paper)
Creators:
Creators
Email / ID Num.
Mohd Hassan, Norsilawati
UNSPECIFIED
Nik Hassan, Nik Suriati
niksu146@uitm.edu.my
Ab Rani, Nor Zuriati Amani
UNSPECIFIED
Zahari, Nor Sabrina
UNSPECIFIED
Husin, Suraya
UNSPECIFIED
Subjects: L Education > LB Theory and practice of education > Higher Education
L Education > LB Theory and practice of education > Higher Education > Lectures and lecturing
Divisions: Universiti Teknologi MARA, Perak > Office of Research and Industrial, Community and Alumni Networking
Journal or Publication Title: Teaching and Learning Poster Ideas (TALPI 2023)
Page Range: pp. 51-52
Keywords: student engagement; game-based learning; quizizz, quizwhizzer; economics
Date: October 2023
URI: https://ir.uitm.edu.my/id/eprint/90220
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