DIGITAL LIBRARY
GAME-BASED LEARNING II. AN INNOVATIVE RESEARCH IN THE CLASSROOM WITH REGARD TO THE USE OF QUIZIZZ IN A MASTER’S DEGREE
European University of Valencia (SPAIN)
About this paper:
Appears in: ICERI2021 Proceedings
Publication year: 2021
Pages: 8446-8453
ISBN: 978-84-09-34549-6
ISSN: 2340-1095
doi: 10.21125/iceri.2021.1947
Conference name: 14th annual International Conference of Education, Research and Innovation
Dates: 8-9 November, 2021
Location: Online Conference
Abstract:
Nowadays, there are numerous applications and platforms on the Internet that offer a large number of didactic tools and resources that can be incorporated into the classroom. Many of them encourage learning through games and competition. In the search for innovation in new assessment tools to replace or at least complement traditional tests, ICT can be of great help. Tools such as Quizizz constitute a kind of quiz competition in which the player with the highest score wins. This type of scoring generates a healthy competitive environment that encourages initiative and participation in the classroom. For all these reasons, the inclusion of online games in the classroom is usually beneficial, since teachers receive both good results in participation and performance of the activity and positive feedback from students.

The main objectives were first of all, to evaluate the effectiveness as a learning tool of the aforementioned applications, subsequently, to analyze students' opinions about them and finally to examine future perspectives regarding the use of ICT tools in their classrooms. The results of the study suggest that the use of this type of tools brings considerable benefits, both in terms of high student motivation, typical of gamified environments, and the possibilities it offers teachers to quickly and conveniently collect useful data for formative assessment. However, many teachers point out that they do not have the necessary time or training to use these applications effectively. Finally, it should be noted that students showed a notable preference for Quizizz.
Keywords:
Quizizz, Master´s Degree, innovative research, Game-based learning.