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Student as Teacher – Alternative Revision Method via Quizizz App

Bibliographic Data

ID21731200
AuthorsAMIRUL MUKMININ MOHAMAD (National University of Malaysia, corresponding author)
Year2020
Volume21
Issue1
Pages150-159
Publication date2020-11-10
Open AccessYes
TypeARTICLE
VenueMALIM JURNAL PENGAJIAN UMUM ASIA TENGGARA (SEA JOURNAL OF GENERAL STUDIES) (JOURNAL)
Journal identifiersISSN: 1511-8398 • E-ISSN: 2289-5183
PublisherPenerbit Universiti Kebangsaan Malaysia (UKM Press) (PUBLISHER)
DOI10.17576/malim-2020-2101-12
OpenAlexW3100592969
LanguageEN
Citations received2
References cited2

Revision is one of the most important parts of learning activities, especially to test students' level of understanding. However, the 21st century learning situation saw the process of revision in classroom that is still fully mastered by teachers. This research aims to look at the effectiveness of the game-based application Quizizz as a revision medium as well as to develop students' self-learning. Through the use of Quizizz, students need to prepare a quiz-based questions for a spesific topic, and the fellow students will answer the questions. Quasi- Experimental research involved 30 undergraduate students of social science course where the data was obtained through pre-test and post-test scores as well as questionnaires. The data were analyzed using the T-Test Independent Test for comparison of scores and Simple Linear Regression test for the regression analysis between variables. Comparative analysis of scores between pre and post-intervention test revealed significant differences, with p = 0.000 values recorded. Regression analysis showed a significant association between the intervention method and the increase of students’ course content mastery and self-learning skill. The results show that the respondents build their knowledge of the content on their own through the use of Quizizz as a tool, compared to the achievements shown through conventional method

Machine learning · Mathematics education · Regression analysis · Simple linear regression · Computer Science · Educational Games and Gamification · Mobile Learning in Education · Psychology · Technology-Enhanced Education Studies

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  • The Impact of Gamification Tools on Reading Comprehension Skills

    Open Access•Hiba Qureshi, Sahib Khatoon•PAKISTAN LANGUAGES AND HUMANITIES…•2023

  • From game design elements to gamefulness

    Open Access•Sebastian Deterding, Dan Dixon et al.•Proceedings of the 15th…•2011

  • Learner-Centered Teaching

    Stephen Sharkey, Maryellen Weimer•Teaching Sociology•2003

Citations per year0.5
Citation span2022 - 2023 (2)
Highly citedNo

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Open DOIOpen Access
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