Examining Effectiveness of Game-Based Learning Quizizz in Improving Performance of Economics Subject among Students in Public University

Authors

Wen Chiat Lee

Faculty of Business and Management, Universiti Teknologi MARA (UiTM) Sarawak Branch (Malaysia)

Ahmad Fadzil Jobli

Faculty of Civil Engineering, Universiti Teknologi MARA (UiTM) Sarawak Branch (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.100400001

Subject Category: Education

Volume/Issue: 10/4 | Page No: 01-05

Publication Timeline

Submitted: 2026-04-04

Accepted: 2026-04-09

Published: 2026-04-23

Abstract

Gamification in education is important as it provides a new pathway for learners to be more engaged in their learning journey. “Quizizz” is an online game that is used by educators for academic purpose and enables the students to enjoy interactive learning and have fun. The study in this paper is a quantitative study undertaken to examine the perception of 61 Diploma students towards the effectiveness of Quizizz in increasing Economics performance, enhancing class participation and enriching learning experience. The Diploma students in two classes that have taken Economics class and undergone Quizizz in a university in Kuching, Sarawak are chosen as respondents. Questionnaire in Google Form is then given to the respondents to answer. The data is analysed using descriptive (frequency and percentage) analysis in Excel and SPSS 29.0 software. The results show that Quizizz can increase passing rates of students by 26 percent and increase of 15 percent for students that score A in Economics. It is hoped that the findings could provide some insights to educators in employing Quizizz as their formative assessments to improve universities’ students’ performance.

Keywords

Quizizz, gamification, students’ performance, Economics

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References

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