INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI October 2025 | Special Issue on Education
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Page 8778
Academic Achievement, Enthusiasm and Attitude of High School
Students Regarding Quizizz as an Educational Gamification Tool for
Physics
Nursyahirah Nordin
1
, Ku Siti Syahidah Ku Mohd Noh
2
, A’bir Wardati Abd.Latif
3*
, Siti Aisyah
Zawawi
4
, Nor Fadzilah Arom Karoman
5
, Haslinawati Mohd Mustapha
6
, Nadiah Kamaruzaman
7
1
Faculty of Education, Universiti Teknologi MARA, Cawangan Selangor, Kampus Puncak Alam,
Malaysia
2,3,4,5
Centre of Foundation Studies, Universiti Teknologi MARA, Cawangan Selangor, Kampus Dengkil,
Malaysia
6
Pusat Tamhidi, Universiti Sains Islam Malaysia, Nilai, Malaysia
7
School of Engineering & Computing, Department Electrical and Electronics, MILA University,
Nilai,Malaysia
*Corresponding author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.903SEDU0664
Received: 20 October 2025; Accepted: 28 October 2025; Published: 15 November 2025
ABSTRACT
Educational gamification is one example of game-based learning that has been applied in the teaching and
learning process. Students can effectively practice their skills and connect lessons to real-life problems.
However, there is still limited usage of gamification in teaching and learning in schools. The study's goals
were to determine how well students performed in Physics when learning in traditional classrooms versus
gamified classrooms, how excited the students were about learning Physics, how they felt about the
experience, and whether they thought it was enjoyable to be in a gamified classroom. A quasi-experimental
design was used to collect the data. 54 Form 4 students were in the treatment group, which took a game-based
test, and the control group, which took a paper-and-pencil test. Only the experimental group received a set of
questionnaires. The data from both results were recorded and analysed using SPSS version 25. The data
obtained from the independent sample t-test concludes that students in the gamified classroom have a higher
mean score (mean = 5.78) compared to traditional learning (mean = 4.63). A paired sample t-test on students'
enthusiasm before and after using Quizizz showed that gamification significantly improved their enthusiasm,
with a p-value less than 0.05. Additionally, it can be argued that Quizizz supports students' attitudes towards
learning Physics, as 13 out of 15 questions had a p-value less than 0.05. Interestingly, there was no difference
in mean attitude in using Quizizz in terms of gender, p-value = 0.196. The descriptive analysis reveals that the
students in the treatment group had a positive perception of using Quizizz for Physics questions. Initially, most
students selected strongly agree and agree. The findings suggest that the gamified test enhanced their
performance, attitude, and enthusiasm and fostered a competitive learning environment.
Keywords: Academic achievement educational gamification Enthusiasm for learning physics Game-based
learning Gamified classroom Traditional classroom
INTRODUCTION
Science education is one of the keys that can help our country align with the Industrial Revolution 4.0.
Therefore, the Ministry of Education under the Malaysian Education Development Plan 2013 - 2025 aims to
reach a 60:40 ratio of students in the pure science stream to those in social science or literature at both the
1
*
Corresponding author. E-mail address: abirwa2887@uitm.edu.my
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secondary and higher education levels. This means that the science stream class will have 60% of students
higher than the social science class, which consists of 40% of students in upper secondary and higher
education levels (Saleh, 2014). Other than that, the Ministry of Education also takes the proactive step to
encourage students' interest in science education by switching from the Kurikulum Bersepadu Sekolah
Menengah (KBSM) to the Kurikulum Standard Sekolah Menengah (KSSM). Students are introduced to a
variety of technologies through the most recent curriculum to satisfy future wants and demands. The learning
process for students will become more engaging and meaningful, which influences the students to think
critically and creatively.
However, only 19% of the roughly 44700 candidates who took the Pentaksiran Tingkatan Tiga (PT3) 2021
decided to enrol in the science stream class when entering form four (Salleh, 2022). The packages that are
available for the pure science stream classes consist of biology, chemistry, and physics subjects. (Saleh, 2014)
discovered that among the three subjects, 75% of Malaysian students think physics is a boring topic. (Alhassan
Marifa et al., 2023) found that the teacher's instructional strategy failed to engage the students. In the 21st
century, teachers could use technological elements to encourage students to learn pure science subjects,
especially physics.
Background of Study
Teachers should implement technology-based learning to increase students' interest in the instruction they
deliver. One example of technology-based learning is gamification, and there are a lot of gamification tools
that can be used for education. Gamification in the teaching and learning process could promote engagement,
encourage motivation to learn, lessen boredom, and get the student to think about the lesson's contents.
Gamification in education is a student-centred strategy where the learner will be more independent, and the
teacher will just serve as a guide for knowledge rather than a knowledge distributor. Teachers should select
learning strategies that can successfully and actively engage students. With this method of instruction, students
can make judgments using their imagination and critical thinking skills, and they can also gain new
experiences while learning (McKnight et al., 2016).
Recently, the use of technology in teaching and learning has increased among teachers and school students
during the pandemic of Covid-19. This is because all methods of learning that required face-to-face lessons
have shifted completely, and online schooling was implemented due to the closure of all educational
institutions worldwide. To make the online class have an impact on student performance, the teachers are
advised to implement the technology as the instructional strategy. One of the educational technology tools used
by the teacher is gamification, such as Kahoot, Quizizz, and Gimkit. (Aristana & Ardiana, 2021) found that
gamification can boost learning motivation and that students enjoy learning using the gamification method
during the outbreak.
Days after Malaysia entered the endemic phase, secondary school students nationwide started attending face-
to-face classes without any rotation. There is an increasing number of students losing their willingness and
interest in lessons, especially science ones. This is because the school rules do not allow the use of gadgets
among the students. However, there are several Sekolah Berasrama Penuh in Malaysia that allow their students
to bring tablets and laptops during the teaching and learning process. So, this study will look at how well Form
4 students at Sekolah Berasrama Penuh (SBP), a Fully Residential School in the Selangor area, do in school,
how they feel about quizzes as a way to make learning physics more fun, and how they feel about using them
in synchronous lessons.
Statement of Problem
Difficulties and students' learning performance in physics among science students in Malaysia have been the
issue, and they have been somewhat less than satisfactory over the past years. In 2015, (Veloo et al., 2015)
found that students in secondary schools, particularly those in rural regions, disliked physics and considered it
a boring subject. (Saleh, 2014) discovered that the majority of students find the physics lessons they are
required to take in class to be quite dull. At the same time, the students who were evaluated by the teacher
using the gamified classroom had better performance compared to the students who had assessments through
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the traditional classroom (Legaki et al., 2021). This is due to the features available in the online educational
classroom, such as the leaderboard, avatar, points, and badges, which increase the student's motivation to
answer questions or complete assessments.
Besides, the performance of students in gamified classrooms is better than in traditional classrooms. Students
learn critical thinking and decision-making skills through gamification in education, which they can apply in
real-life situations. According to (Furió et al., 2014) the gamification education tool could effectively transmit
knowledge among children in the short term. For example, the research result showed that the children who
learnt using the game could remember the knowledge that was available in the game compared to the
traditional classroom. This type of action recalls some topic contents and shows a positive attitude among the
students towards learning physics in the gamified classroom.
Furthermore, students are less motivated to answer traditional assessments from teachers, especially in science
subjects. Students in science subjects tend to lack motivation for answering tests in traditional classrooms,
which can result in lower academic performance as well as involvement in their subject matter. There are two
types of motivations, which are intrinsic and extrinsic. Intrinsically motivated students engage in educational
activities driven by their curiosity and enjoyment. Extrinsic motivation, on the other hand, operates
independently of the task itself and receives fuel from external pressure or reinforcement, like rewards or
recognition. Even though both types of motivations are available in the traditional and gamified classroom, the
gamification strategy is adaptable and may be used in a variety of learning materials that can boost students'
motivation to learn and improve their class participation (Hong & Masood, 2014).
Objectives of The Study and Research Questions
The objectives of this study are:
1. To compare the students' academic achievement in learning Physics using traditional learning and
gamified classrooms.
2. To determine the students' level of enthusiasm in learning physics among the secondary students
toward the gamified classrooms.
3. To investigate the students' attitude in learning physics toward the gamified classrooms.
4. To determine students’ perception of the gameful experience in the gamified classrooms.
Based on the research objective, the research questions are:
1. How is the students' academic achievement in learning physics using traditional learning and gamified
classrooms?
2. How is the students' level of enthusiasm in learning physics among the secondary students toward the
gamified classrooms?
3. Attitude: a. What are the students’ attitudes towards learning physics in gamified classrooms?
b. How do students’ attitudes toward gamified classrooms differ in terms of gender?
(iv) What are the students' perceptions of the gameful experience in the gamified classrooms?
LITERATURE REVIEW
Gamification as Attraction in The Learning Process
Various fields such as business, jobs, healthcare, and the environment have applied gamification over the past
year (Larson, 2020). In 2013, Nah et al. found that marketers have utilized advergames to blend marketing into
games to promote their products and services. For example, some businesses collaborate with third-party
providers like Get Heroik to use gamification to motivate their employees to stay active. It was also applied to
the education field worldwide (Faiella & Ricciardi, 2015). Gamification in education can be defined as using
game design elements in a teaching and learning process.
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Researchers have attempted to explore the attraction of video games used for gamified classrooms. This is due
to the game components, such as the points, badges, feedback, levels, rewards, and challenges used in
educational games (Saleem et al., 2021). Besides, (Hamari & Koivisto, 2015) discovered that gamification in
the context of education enables students to obtain immediate feedback on their classroom progress and
acknowledge work completed. Other potential gamification structures also available include content unlocking,
combat, boss fights, gifting, social graphs, missions, memes, and certifications (Hamari & Koivisto, 2020).
You can conduct gamification in education face-to-face in a computer lab at school or online at home.
Gamification tools come in a variety of forms. Some of them can be accessed anytime, anywhere, and without
the need to install any particular software because they are web-based or cloud services (Hamari & Koivisto,
2014). The most popular are Quizizz, Kahoot!, Flip Quiz, Duolingo, Ribbon Hero, ClassDojo, and Goalbook.
The features available in the gamification made it more suitable to implement in education. In 2020, Jayalath
and Esichaikul discovered that including game elements in an online learning environment makes it easier to
accomplish learning objectives, motivates students, and encourages them to learn. It was also thought that
gamification would get students more involved in the learning process by making it more fun. This would lead
to more constructive, problem-based, and inquiry-based learning (Smiderle et al., 2020).
Quizizz as an Educational Gamification Tool
The features of Quizizz were studied by (Chaiyo & Nokham, 2017) which shows that Kahoot and Quizizz
have a lot of advantages over Google Forms when utilized in the classroom. The researcher also indicates that
the players can see questions and response alternatives on their displays, thus there is no need for a projector.
Each student's question order is random, making it difficult for players to cheat when answering the test.
(Lim & Yunus, 2021) discovered how teachers perceive using Quizizz in the teaching and learning processes.
They analysed the perspectives regarding effectiveness, feasibility, difficulty, how Quizizz motivates learners,
and willingness to continue using it in the classroom. According to the findings, teachers strongly like Quizizz
and how it is used in the classroom because it helps students learn and enhance their language and cognitive
skills.
Due to the increasing number of users of gamification education tools, especially Quizizz and Kahoot, (Lestari,
2019) made a comparison between Quizizz and Kahoot based on their features. The researcher indicated and
concluded that Quizizz implementation in the teaching and learning process increased student motivation to
participate in the test. It is evident by their participation in the Quizizz test, in which they performed better than
Kahoot. Some of Quizizz's features weren't in Kahoot, so it made testing more fun for students. Examples of
these features include the avatar, power-up, leaderboard, and final answer. The third, Quizizz, allowed students
to complete the test without any discussion because each question and each student's response were randomly
assigned so students could not cheat on each other. The fourth was that using Quizizz made the classroom
more enjoyable and increased student involvement in the topics learnt.
Academic Achievement in Gamified Classroom
Academic achievement is a person's performance and accomplishment in educational settings. Academic
achievement can be evaluated at several stages of education, from elementary and secondary schooling to
tertiary education and beyond. People frequently use academic success as an indicator to assess a student's
skills, potential, and eligibility for jobs, scholarships, or further study. Generally, academic achievement refers
to a measure of success or achievement gained by a person in a setting of academics. It includes a wide range
of factors, such as grades, test scores, research findings, and overall achievement in the classroom (Drew,
2023).
In the 21st century, the use of technology and online education has all contributed to the continuous
development of academic achievement. Technology is now a necessary component of education at every level,
from elementary school to university. This integration involves using various resources and technologies, such
as computers, tablets, interactive whiteboards, and instructional software. Academic achievement now depends
more on digital literacy and the efficient use of technology in the classroom than on the traditional classroom.
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All teaching approaches must be mastered by educators to achieve good academic achievement among the
students.
(Yokoyama, 2019) research revealed that computer teaching games enhances the academic achievement of
elementary school pupils. The findings of this research discovered that playing computer games helps children
learn and participate more actively in class by increasing attention and concentration on reading and writing
skills. Furthermore, this study's findings demonstrated that students who played computer games throughout
the study were more motivated to learn than those who received traditional instruction. This result was in line
with the researchers in (Trajkovik et al., 2018), who revealed that computer games can be used together with
classroom instruction as a training tool.
Theoretical Framework of Attitude in Gamification
Attitude can be defined as a person's ability to react favorably or unfavorably toward an object, event, idea, or
another person that they have learnt to possess (Sarmah & Puri, 2014). It can be either positive or negative,
depending on the specific situation over time. For example, with time, attitudes can change and vary (Syyeda,
2016). On the side of education, once developed, a positive attitude can enhance students' learning. On the
other side, a negative attitude prevents effective learning and subsequently has an impact on performance
(Joseph, 2013).
ABC Theory
The Tripartite Model is one of the theories of attitude, or known as the ABC theory. The ABC theory of
attitude consists of three components, which are Affective, Behavioural and Cognitive (ABC). The affective
component is described as the feelings or emotions of the individual associated with the attitude object
(Mensah et al., 2013). (Guy et al., 2015) found that behavioural related to intrinsic motivation in his study is
related to both interest and the desire to learn mathematics. Hence, behavioural can be defined as a willingness
to react in a particular way to an attitude object. Besides, the user's knowledge, comprehension, memory, and
decision-making regarding the research item are all included in the cognitive component (Zhang & Zhang,
2020). It is what a person thinks or believes about the attitude object.
In this research, the ABC theory of attitude will be used as a theoretical framework to measure secondary
school students' attitudes toward physics learning in gamified classrooms. This theory is also suitable to use as
it contains three main components: affective, behavioural, and cognitive.
Theory of Plan Behaviour
The next theory related to attitudes is the Theory of Plan Behaviour (Ajzen, 1991). This theory is a helpful
framework for exploring the connection between attitude and behaviour. (MacFarlane & Woolfson, 2013)
found that attitudes, subjective norms, perceived behavioural control, and behavioural intentions regarding
conduct should all be taken into account when attempting to predict certain behaviours. The theory of planned
behaviour states that three different processes, which are attitude, subjective norm, and perceived behaviour
control, are all necessary for the prediction of intention (Alzahrani et al., 2017). In general, the Theory of
Planned Behaviour explains that when a person perceives an activity as enjoyable and offers positive benefits,
he or she receives support and encouragement from others who are already engaging in that behaviour and thus
makes assumptions about his or her capacity to complete the task.
Level of Enthusiasm among High School Students
Enthusiasm also refers to motivation as a process that initiates, guides and maintains goal-orientated
behaviours that cause us to act in order to obtain a desired outcome (Cherry, 2023). As a result, a person who
is motivated by a powerful desire or passion will try something out and do it in the hopes of succeeding.
Researchers have discovered that students with high or strong motivation have a more favourable view towards
physics (Eryılmaz et al., 2011).
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The findings of research by (Saleh, 2014) indicated that level of the motivation among secondary school
students in learning Physics is at a moderately high level. Although it has been discovered that these students
have a reasonably high willingness to learn physics, the majority of students thought studying it in class was
dull, and they generally agreed that the subject's teaching strategies failed to hold their interest. From the level
of motivation, the results of the research revealed that the most important factor that affects student motivation
to learn physics is relationship, followed by stress, effort, value, interest, comprehension, and selection. The
results indicate that there is no significant difference. Moreover, the findings also indicate that there is no
discernible difference in the motivation of male and female pupils to study physics in schools. These results go
against what (Murphy & Whitelegg, 2006) said, who said that around the age of 15, female students are less
interested in Physics and tend not to take the Physics subject.
Students’ Perspective on Gamified Classroom
Previous research has explored various aspects of students’ perspectives toward gamification that are inserted
in the teaching and learning process, such as enjoyment, motivation, and satisfaction. When learning through
traditional approaches, pupils just focus on the exams rather than attempting to figure out the key concepts of
the subject. (Jayasinghe & Dharmaratne, 2013) discovered that when learning through traditional approaches,
pupils just focus on the exams rather than attempting to figure out the key concepts of the subject. According
to the findings, students preferred to use gamified components and found it easier to comprehend the theories
that they learnt. This is because the students prefer to learn the theory behind the topic right away using the
gamification web learning tool.
Furthermore, researchers found that gamified homework positively impacted students' sense of autonomy and
control over their education. (Tondello et al., 2019) found that the students are more eager to complete the
given tasks, work at their own pace, and receive immediate feedback through the gamification learning tool.
(Cheong et al., 2014) also found that a large number of participants are eager to use video games to learn.
Students also prefer elements such as point systems, leaderboards, player profiles, teams, progress bars, and
achievement badges to be useful in creating enjoyment for a game. Overall, students seem to favour the
following aspects of a gamified learning system: social interaction, engagement, feedback, and increased
learning. These seem to suggest that gamification is particularly suited to learning approaches such as social
constructivism and that gamified systems or activities should have a strong focus on feedback.
Conceptual Framework
Figure 1 Conceptual Framework
Figure 1 depicts the conceptual framework for implementing gamification as an instructional tool. Quizizz is
the treatment variable in this study, while the outcome variables are the students’ physics academic
achievement, their enthusiasm for learning, and students’ attitudes towards the gamified classroom.
METHODOLOGY
Introduction
This research was conducted to know the students' academic achievement, enthusiasm, and attitude of high
school students regarding Quizizz as an educational gamification tool for Physics. The research design was the
Gamification Educational
Tool
Students’ academic achievement in
Physics
Students’ enthusiasm toward
Physics learning
Students’ attitude toward gamified
classroom
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main key to getting suitable data for the problems stated. We employed a quantitative approach and used
quasi-experimental research to determine the results of this study. This research design was chosen due to its
suitability to compare between two groups of students, the treatment and control groups, in terms of academic
achievement, attitude, and enthusiasm. The suitable instruments, which are questionnaires and paper-pencil
tests, were also determined by adopting and adapting the previous research that had similarities with this
research.
Research Design
Research design is the plan for the gathering and analysis of data. Akhtar (2016) discovered that research
design is a plan for the planned research project and may be thought of as the glue that holds all of the
components of a research project together. Previous research has established the student’s attitudes and
motivation toward gamification in the classroom in several ways. We used experimental quantitative research,
also known as quasi-experimental research. The quasi-experimental approach was suitable for this research as
it allowed us to compare the students' performance, attitude, and level of motivation among the participants.
The students from science classes were divided into two groups, which are the control group and the treatment
group. The control group will not have access to Quizizz and will conduct their assessments in a traditional
classroom setting. However, the students in the treatment group were briefed about Quizizz and needed to
complete their assessment on Quizizz. In addition, both groups had the face-to-face teaching and learning
session on the topic from Chapter 6 of Form 4, which is Light and Optics, before completing the assessment.
After the assessment was completed, a questionnaire on perspective was given only to experimental groups to
determine the students’ perception of the gaming experience in the gamification assessment using Quizizz.
Population and Sampling
Target population
The target population for this study was boarding secondary schools in the Selangor area. This is because this
boarding school allowed their students to bring tablets and laptops during the teaching and learning process.
This research was conducted on upper secondary school students who take Physics as an elective subject.
Sample Size
The study's sample consisted of 54 Form 4 students from a public secondary school in Selangor. All Form 4
students enrolling in science stream were involved as participants. This is because Form 5 students prioritised
finishing their syllabus and preparing early for Sijil Pelajaran Malaysia (SPM).
Instrument
Test
The test consists of the questions that relate to Chapter 6, Form 4, which is Light and Optics. The nature of the
test is available on a paper-and-pencil test for the traditional classroom and online through Quizizz for the
gamified classroom. Both the paper-pencil test and Quizizz consist of the same type of questions, which are
multiple-choice questions. In total, the students answered 10 questions related to Chapter 6. The "Soalan
Percubaan SPM 2022" and "Soalan Percubaan SPM 2021" were the sources of the instruments. This is because
the tools help assess student performance in conventional and gamified classes.
Questionnaire
There are three sections in the questionnaire, which are:
(i) Section A: Attitude
(ii) Section B: Enthusiasm
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(iii) Section C: Students’ perspectives Quizizz as an educational gamification tool for physics
Section A consisted of three sections and had the same question number for each section. This is a result of the
research measuring the cognitive, behavioural, and affective components of attitude. Furthermore, the
instruments in section C were answered by the treatment group, who were evaluated using Quizizz in order to
know their perspectives toward Quizizz as a gamification.
The instrument in section A was adopted and adapted from the research paper University Students’ Attitudes
Towards the Application of Quizizz in Learning English as a Foreign Language written by (Pham, 2022). The
similarities of this research help determine student attitudes towards Quizizz. The questionnaire had 15 items
in total, cognitive (5 items), behavioural (5 items), and affective (5 items) with a 5-point Likert scale that was
distributed to the students.
Next, Glynn et al. (2008) designed the Science Motivation Questionnaire, from which we adopted and adapted
the instrument in section B. The word science in the title of the questionnaire was changed to physics, and the
scale was adapted and given the new name, Physics Motivation Questionnaire (PMQ), to use in this research.
The PMQ contained 15 items with a 5-point Likert scale. Meanwhile, the instrument in Section Cstudents’
perspective towards gamified classrooms—was adopted and adapted from the students’ perceptions of Quizizz
in their daily online quizzes by (Basuki & Hidayati, 2019).
Reliability and Validity
Questionnaire
To determine the suitability and validity of the questionnaire items, a pilot test was conducted among 14
secondary school students in Batu Pahat, Johor. The questionnaire also had very clear instructions to make sure
the respondents answered accurately.
Table 1 Reliability Level of Cronbach’s Alpha Coefficient
Coefficient of Cronbach’s Alpha
Reliability level
More then 0.90
Excellent
0.80-0.89
Good
0.70-0.79
Acceptable
0.60-0.69
Questionable
0.50-0.59
Poor
Less than 0.59
Unacceptable
Table 1 shows the level of reliability of Cronbach’s Alpha. If the Cronbach's Alpha coefficient is less than
0.59, we consider the instruments to be unacceptable. Furthermore, we classify the reliability of instruments as
acceptable if the Cronbach's Alpha coefficient falls between 0.70 and 0.79.
Table 2 Reliability of Instruments
Section
Cronbach’s Alpha
N of items
Attitude
0.898
15
Enthusiasm
0.852
15
Perspective
0.746
15
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Table 2 shows the reliability of the research instruments. Section attitude with a Cronbach's Alpha score of
0.898 measures how students feel about the gamified classroom and how they think, act, and feel about
learning physics. This is a positive result. Next, the questionnaire for the students' level of enthusiasm for
learning physics is 0.852, and the Cronbach's alpha for their perspective after using Quizizz is 0.746, which is
acceptable according to the reliability level of the Cronbach's alpha coefficient.
Test
In order to test the validity of the instrument, the test was checked by the expert physics teacher to approve
whether it was suitable to evaluate the student’s knowledge in the physics subject using both the paper-pencil
test and Quizizz.
Research Process (Flowchart)
Figure 2 Flowchart of research processes
Figure 2 shows the research process. The first step was getting permission from the headteacher of Physics at
Kolej Islam Sultan Alam Shah to collect data from two Form 4 science classes. After getting approval, the
students will be divided into two groups, where one classroom acts as a control group and the other one acts as
a treatment group.
On the next page, a lesson plan for each class was made for Topic 6: Light and Optics. The subtopics were 6.1
Light Refraction, 6.2 Total Internal Reflection, 6.3 Image Formation by Lenses, 6.4 Thin Lens Formula, 6.5
Optical Instruments, and 6.6 Image Formation by Spherical Mirror. The teaching and learning process in both
groups was conducted in the same duration as the timetable, and both the treatment and control groups will
learn the same topic and contents. After that, in the next class, the control groups need to answer 10 questions
on the paper pencil test that relate to the subtopic and submit them before the class ends.
Conversely, the treatment group received a briefing on the Quizizz platform. The students were required to
answer the questions about the subtopics 6.1 Refraction of Light, 6.2 Total Internal Reflection, 6.3 Image
Formation by Lenses, 6.4 Thin Lens Formula, 6.5 Optical Instruments, and 6.6 Image Formation by Spherical
Mirror through the link invitation or code number that was shared during the class. The Quizizz was conducted
Treatment Group
Control Group
Face to face class
Face to face class
Paper-pencil test
Reward
Questionnaire (Pre)
Questionnaire (Post)
Reward
Quizizz
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in classic mode, where the students answered the questions at their own pace, and the live results were popped
on a leaderboard, which was shown on a smart TV in front of the classroom.
In the subsequent class, the students from both groups received different rewards. The name and mark of the
student who gets the high score on the test for the control group will be announced in front of the class. The
other students also were praised as they could answer the question. The treatment group has a leaderboard that
shows the ranks of students after answering Quizizz, which is displayed in front of the classroom through the
smart TV.
After that, the questionnaires consisted of 3 sections for the treatment group, which are Student’s Attitude,
Motivation, and Perspective, distributed to the students on the next class hour, which is the third face-to-face
class. The students were briefed on how to answer the questionnaire, and after completing it, the questionnaires
were collected from them.
Data Analysis
Five types of data analysis were used to answer the research question. These are test score analysis, enthusiasm
analysis, attitude analysis, motivation analysis, and perception towards gamified classroom analysis (Table 3).
Inferential analysis, which is an independent sample t-test was used to analyse the test score between the
groups and students’ attitude toward gamified classrooms that differ in terms of gender, while a paired sample
t-test was used to compare the mean of the pre-test and post-test of the treatment group for students’
enthusiasm and attitude toward using Quizizz. Lastly, descriptive analysis was used to define the frequency
and mean in determining the student’s perception of the gameful experience in the gamified classroom.
Table 3 Data Analysis
Research objective
Research question
Instrument
Analysis
1. To compare the student’s
academic achievement in learning
Physics using the traditional
learning and gamified classroom
How is the student’s academic
achievement in learning Physics
using the traditional learning and
gamified classroom?
Test
Independent
sample t- test
2. To determine the student’s level
of enthusiasm in learning physics
among the secondary students
toward the gamified classroom
How the student’s level of
enthusiasm in learning physics
among the secondary students
toward the gamified classroom?
Questionnaire
Paired sample t-
test
3. To investigate the student’s
attitude in learning Physics toward
the gamified classroom.
What is the student’s attitude in
learning Physics toward gamified
classroom?
Questionnaire
Paired sample t-
test
How do student’s attitude toward
gamified classroom differ in term
of gender?
Questionnaire
Independent
sample t- test
4. To determine students’
perception of the gameful
experience in the gamified
What student’s perception of the
gameful experience in the
gamified classroom?
Questionnaire
Descriptive
analysis
FINDINGS
Findings for Demographic Data
Both traditional and gamified classroom questionnaires included two demographic data-related questions in
their first section. This data is essential for studying the backgrounds of responders. All respondents were 16
years old. The details gender ratio for both classroom are as follows:
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Table 4 Gender in Gamified Classroom
Frequency
Percent
Male
12
44.4
Female
15
55.6
Total
27
100
Table 4 shows the distribution of gender among respondents in gamified classrooms. Based on the data
collected, the number of female students is larger than the number of male students. There were 12 (44.4%)
respondents from the gamified classroom that were categorised as male, while there were 15 (55.6%)
respondents that were categorised as female.
Table 5 Gender in Traditional Classroom
Frequency
Percent
Male
12
44.4
Female
15
55.6
Total
27
100
Table 5 shows the gender distribution among respondents in traditional classrooms. 12 (44.4%) of the
respondents who completed the paper-pencil test were classified as male, while 15 (55.6%) of them were
classified as female.
Findings for Research Questions
How is the students’ academic achievement in learning Physics using traditional learning and gamified
classroom?
We administered a Quizizz test to students in the gamified classroom and a paper-pencil test to students in the
traditional classroom. Table 6 displays the comparison between the two classes. The difference in scores
between the gamified classroom (mean = 5.78, SD = 1.826) and the traditional classroom (mean = 4.63, SD =
1.6440) was found to be statistically significant (p = 0.019). By comparing their mean scores, it is concluded
that students in gamified classrooms have a higher mean score for physics tests compared to traditional
classrooms.
Table 6 Comparison Mean of Student’s Academic Achievement
Class
N
Mean
Std. Deviation
Sig. (2-tailed)
Gamified
27
5.78
1.826
0.019
Traditional
27
4.63
1.644
How is the students’ level of enthusiasm in learning Physics among secondary school students toward
gamified classrooms?
Table 7 Paired-Sample T-Test of Student’s Enthusiasm in Learning Physics using Quizizz
Mean
Std. Deviation
t
Sig. (2-tailed)
1
Pre
The Physics I learn is relevant to
my life
4.00
0.784
-3.049
0.005
Post
4.59
0.501
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2
Pre
Learning Physics is interesting
4.15
0.949
-2.28
0.031
Post
4.59
0.501
3
Pre
Learning Physics makes my life
more meaningful
3.81
0.921
-3.721
0.001
Post
4.59
0.501
4
Pre
I am curious about discoveries in
Physics
4.22
0.698
-2.508
0.019
Post
4.63
0.565
5
Pre
I enjoy learning Physics
4.07
0.829
-3.017
0.006
Post
4.59
0.501
6
Pre
I put enough effort into learning
Physics
4.04
0.98
-2.105
0.045
Post
4.52
0.643
7
Pre
I use strategies to learn Physics
well
3.67
1.074
-2.962
0.006
Post
4.37
0.629
8
Pre
I prepare well for Physics test
and lab
3.44
1.188
-3.747
0.001
Post
4.44
0.698
9
Pre
I am confident I will do well on
the Physics test
3.48
0.975
-3.595
0.001
Post
4.33
0.555
10
Pre
I am confident I will do well in
Physics labs and project
3.56
0.974
-4.347
0.000
Post
4.48
0.580
11
Pre
I believe I can earn a grade of
“Ain Physics
3.63
0.742
-4.533
0.000
Post
4.41
0.694
12
Pre
I am sure that I can understand
Physics
3.81
0.622
-3.171
0.004
Post
4.41
0.747
13
Pre
I like to do better than other
students on Physics tests
3.81
0.681
-4.009
0.000
Post
4.52
0.643
14
Pre
Getting a good Physics grade is
important to me
4.15
0.718
-1.783
0.086
Post
4.52
0.580
15
Pre
Scoring high on Physics test
matters to me
4.15
0.662
-1.883
0.071
Post
4.48
0.580
We conducted a paired sample t-test to compare students' enthusiasm before and after the implementation of
Quizizz in a gamified classroom. Table 7 shows the paired sample statistics for the pre- and post-Likert scale
of students’ enthusiasm for gamification when learning physics subjects.
Table 7 also shows that Pair 1, which is the item “The Physics I learn is relevant to my life,” is in pre (mean =
4.00, SD = 0.784) and post (mean = 4.59, SD = 0.501). The difference between the before and after answers to
the physics test using Quizizz is statistically significant: t = -3.049, p-value = 0.005.
Then, Pair 2 item “Learning Physics is interesting” in pre (mean = 4.15, SD = 0.949) and in post (mean = 4.59,
SD = 0.501); t = -2.280, p-value = 0.031. Since the p-value is smaller than 0.05, it can be concluded that there
is a significant difference in students’ enthusiasm; they agree that learning through Quizizz makes physics
more interesting compared to traditional.
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Next, Pair 3 item “Learning Physics makes my life more meaningful” in pre (mean = 3.81, SD = 0.921) and in
post (mean = 4.59, SD = 0.501); t = -3.721, p-value = 0.001. For this analysis, the p-value is smaller than 0.05,
hence, there was a significant difference in students’ enthusiasm, which they approved of, that their life
becomes more meaningful when they study physics in a gamified classroom.
Afterwards, in Pair 4 item I am curious about discoveries in Physics” in pre (mean = 4.22, SD = 0.698) and
post (mean = 4.63, SD = 0.565); t = -2.508, p-value = 0.019. There was a significant difference in students’
enthusiasm for learning physics among the secondary students toward the gamified classroom because the
students were more concerned about discoveries in physics.
As for Pair 5, the item “I enjoy learning Physics” in pre (mean = 4.07, SD = 0.829) and post (mean = 4.59, SD
= 0.501); t = -3.017, p-value = 0.006. Since the p-value is smaller than 0.05, it can be concluded that there is a
significant difference in learning Physics before and after the implementation of Quizizz.
Table 7 also shows Pair 6 item, I put enough effort into learning Physics” in pre (mean = 4.04, SD = 0.980)
and post (mean = 4.52, SD = 0.643). The p-value of the paired sample t-test is less than 0.05, so there is a
statistically significant t = -2.105, p-value = 0.045.
A paired sample t-test was conducted to compare the Pair 7 item, which is the usage of strategies to learn
Physics after and before the utilisation of Quizizz. There was a significant difference in score for the strategies
in a traditional way (mean = 3.67, SD = 1.074) and Quizizz (mean = 4.37, SD = 0.629); t = -2.962, p-value =
0.006. These results suggest that students were eager to use effective strategies during the gamified classroom.
Next, Pair 8 item I prepare well for Physics test and labin pre (mean = 3.44, SD = 1.188) and post (mean =
4.44, SD = 0.698). The difference between the before and after answers to the physics test using Quizizz is
statistically significant: t = -3.747, p-value = 0.001.
Then, Pair 9 item, “I am confident I will do well on the Physics test” in pre (mean = 3.48, SD = 0.975) and
post (mean = 4.33, SD = 0.555); t = -3.595, p-value = 0.001. Due to the p-value being less than 0.05, students'
enthusiasm for Quizizz learning improves test performance.
As for Pair 10, the item I am confident I will do well in Physics labs and projectin pre (mean = 3.56, SD =
0.974) and post (mean = 4.48, SD = 0.580); t = -4.347, p-value = 0.000. Since the p-value is smaller than 0.05,
it can be concluded that there is a significant difference in learning physics before and after the implementation
of Quizizz.
Pair 11 item, I believe I can earn a grade of A in Physics” in pre (mean = 3.63, SD = 0.742) and in post
(mean = 4.41, SD = 0.694). The difference between the before and after answers on the Physics test using
Quizizz is statistically significant t = -4.533, p-value = 0.000.
The continuous item from Table 7 was Pair 12. I am sure that I can understand Physics”. There was a
significant difference in score for the understanding of Physics using Quizizz (mean = 3.81, SD = 0.622) and
the traditional way (mean = 4.41, SD = 0.747); t = -3.171, p-value = 0.004.
Moreover, Pair 13 item, “I like to do better than other students on Physics tests” in pre (mean = 3.81, SD =
0.681) and post (mean = 4.52, SD = 0.643); t = -4.009, p-value = 0.000. There was a significant difference in
students’ enthusiasm in learning physics among the secondary students toward the gamified classroom because
the students desired to perform better on physics tests after the implementation of Quizizz.
Pair 14 item, Getting a good Physics grade is important to mein pre (mean = 4.15, SD = 0.718) and in post
(mean = 4.52, SD = 0.580); t = -1.783 and p-value = 0.086. A significant difference is not observed as the p-
value is greater than 0.05.
Besides, a significant difference is not observed in Pair 15 item scoring high on the Physics test matters to me
between pre (mean = 4.15, SD = 0.662) and post (mean = 4.48, SD = 0.580); t = -1.883, p-value = 0.071.
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In short, items Pair 1 until Pair 13 show that the p-value is smaller than 0.05, except for Pair 14 and Pair 15.
Based on this, it can be argued that compared to the paper-pencil test, the Physics test supported by
gamification significantly improves the student’s enthusiasm toward Quizizz as gamification in learning
Physics.
Students’ Attitude toward the Gamified Classroom
What is the students’ attitude in learning Physics toward gamified classroom
A paired sample t-test was performed to compute students’ attitudes toward Quizizz and the paper-pencil test.
Table 8 displays the paired sample statistics for the Likert scale, indicating the cognitive attitudes of the
students.
Table 8 Paired-Sample T-Test of Students’ Attitude in Learning Physics Using Quizizz in Cognitive Aspect
Mean
Std. Deviation
t
Sig. (2-
tailed)
1
Pre
Paper pencil test helps me remember
more details in my lessons
4.26
0.602
0.681
0.502
Post
Quizizz helps me remember more
details in my lessons
4.15
0.465
2
Pre
Paper pencil test helps me
understand my lessons better
3.59
0.662
-2.431
0.022
Post
Quizizz helps me understand my
lessons better
4.15
0.465
3
Pre
Paper pencil test helps me solve
problems in my lessons faster
3.48
0.759
-2.675
0.013
Post
Quizizz helps me solve problems in
my lessons faster
3.96
0.465
4
Pre
Paper pencil test helps me compare
and contrast different kinds of terms
in my lessons
3.67
0.542
-2.849
0.008
Post
Quizizz helps me compare and
contrast different kinds of terms in
my lessons
4.30
0.501
5
Pre
Paper pencil test helps gain more
knowledge and develop more skills
3.63
0.736
-2.308
0.029
Post
Quizizz helps gain more knowledge
and develop more skills
4.19
0.501
Pair 1 item Paper pencil test helps me remember more details in my lessons” (mean = 4.26, SD = 0.602) and
Quizizz helps me remember more information in my lessons” (mean = 4.15, SD = 0.465); t = 0.681 and p-
value = 0.502. A significant difference is not observed as the p-value is greater than 0.05.
As for Pair 2, the item Paper pencil test helps me understand my lessons better” (mean = 3.59, SD = 0.662)
and “Quizizz helps me understand my lessons better” (mean = 4.15, SD = 0.465); t = -2.431, p-value = 0.022.
Since the p-value is smaller than 0.05, it can be concluded that there is a significant difference in
understanding Physics before and after the implementation of Quizizz.
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Next, the Pair 3 item “Paper pencil test helps me solve problems in my lessons faster” (mean = 3.48, SD =
0.759) and Quizizz helps me solve problems in my lessons faster” (mean = 3.96, SD = 0.465). The difference
between before and after answers in the Physics test using Quizizz is statistically significant (t = -2.675, p-
value = 0.013).
Then, the Pair 4 item Paper pencil test helps me compare and contrast different kinds of terms in my lessons”
(mean = 3.67, SD = 0.542) and “Quizizz helps me compare and contrast different kinds of terms in my
lessons” (mean = 4.30, SD = 0.501). The difference between the before and after answers to the physics test
using Quizizz is statistically significant: t = -2.849, p-value = 0.008.
There was a significant difference in items Paper pencil tests help gain more knowledge and develop more
skills” (mean = 3.63, SD = 0.736) and “Quizizz helps gain more knowledge and develop more skills” (mean =
4.19, SD = 0.501); t = -2.308, p-value = 0.029.
In summary, Quizizz made a major impact on cognitive development, as 4 out of 5 items show a significant
difference between the pre- and post. This is because Quizizz consists of the elements that can help the student
learn their lesson better, solve problems faster, compare and contrast important terms, gain more knowledge
and develop more skills compared to the paper-pencil test. For example, Quizizz provides immediate feedback
that makes it easier for students to review whether their responses are correct or incorrect. Moreover, the
visible countdown time element helps the students solve problems faster. Although engaging, the gamified
components can often be distracting. The thrill of accruing points, competing with friends, and using an
interface that feels like a game could draw students' focus away from the actual information. Post item 1
demonstrates this, as the p-value exceeds 0.005.
Table 9 Paired-Sample T-Test of Students’ Attitude in Learning Physics Using Quizizz in Behavioural Aspect
Mean
Std. Deviation
t
Sig. (2-
tailed)
6
Pre
I look forward to answer
paper pencil test
2.89
0.602
-6.596
0
Post
I look forward to answer
Quizizz
4.26
0.465
7
Pre
I focus on the questions in
paper pencil test
3.70
0.662
-2.760
0.010
Post
I focus on the questions in
Quizizz
4.41
0.465
8
Pre
I focus on the answer in
paper pencil test
3.67
0.759
-3.889
0.001
Post
I focus on the answer in
Quizizz
4.56
0.465
9
Pre
I respond quickly as
possible to each question
3.07
0.542
-4.478
0.000
Post
I respond quickly as
possible to each question
3.93
0.501
10
Pre
I study harder to answer
paper pencil test
3.67
0.736
-2.530
0.018
Post
I study harder to win
Quizizz
4.26
0.501
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We conducted a paired sample t-test to compare students' attitudes before and after the implementation of
Quizizz in a gamified classroom. Table 9 shows the paired sample statistics of the pre- and post likert-scale of
students’ attitudes toward gamification in learning Physics subjects in the behavioural aspect.
Table 9 also shows Pair 6 which is the item “I look forward to answer paper pencil test (mean = 2.89, SD =
0.602) and I look forward to answer Quizizz” (mean = 4.26, SD = 0.465). The difference between before and
after answers in the Physics test using Quizizz is statistically significant t = -6.596, p-value = 0.000.
Then, in Pair 7 item “I focus on the questions in the paper pencil test” (mean = 3.70, SD = 0.662) and “I focus
on the questions in Quizizz” (mean = 4.41, SD = 0.465); t = -2.760, p-value = 0.010. Since the p-value is
smaller than 0.05, it can be concluded that there is a significant difference in students’ attitudes in which they
agree that they will be more focused on answering questions through Quizizz.
Next, in Pair 8 item I focus on the answer in the paper pencil test (mean = 3.67, SD = 0.759) and I focus on
the answer in Quizizz(mean = 4.56, SD = 0.465); t = -3.889, p-value = 0.001. For this analysis, the p-value is
smaller than 0.05. Hence, there was a significant difference in students’ attitudes, and they approved that
Quizizz made them focus on the answer.
Afterwards, in Pair 9 item “I respond as quickly as possible to each question in the pre (mean = 3.07, SD =
0.542) and post (mean = 3.93, SD = 0.501); t = -4.478, p-value = 0.000. There was a significant difference in
students’ attitudes toward learning physics among the secondary students in the gamified classroom because
they attempted to reply to every item as immediately as possible.
As for Pair 10, the item I study harder to answer paper test pencil” (mean = 3.67, SD = 0.736) and post (mean
= 4.26, SD = 0.501); t = -2.530, p-value = 0.018. Since the p-value is smaller than 0.05, it can be concluded
that there is a significant difference in learning physics before and after the implementation of Quizizz.
Table 10 Paired-Sample T-Test of Students’ Attitude in Learning Physics Using Quizizz in Affective Aspect
Mean
Std. Deviation
t
Sig. (2-tailed)
11
Pre
I am eager to learn via paper
pencil test
3.41
0.602
-3.309
0.003
Post
I am eager to learn via
Quizizz
4.30
0.465
12
Pre
I find paper pencil test
competitive
3.74
0.662
-3.215
0.003
Post
I find Quizizz competitive
4.44
0.465
13
Pre
I feel happy about my
results in paper pencil test
3.30
0.759
-4.561
0.000
Post
I feel happy about my
results in Quizizz
4.19
0.465
14
Pre
I feel energetic when I
answer paper pencil test
3.26
0.542
-6.928
0.000
Post
I feel energetic when I
answer Quizizz
4.59
0.501
15
Pre
I feel more confident
choosing the correct answers
3.63
0.736
-3.174
0.004
Post
I feel more confident
choosing the correct answers
4.15
0.501
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Table 10 shows the paired sample statistics of the pre- and post-questionnaire of students’ attitudes toward
Quizizz in answering the Physics test.
Pair 11 items “I am eager to learn via paper pencil test” (mean = 3.41, SD = 0.602) and “I am eager to learn via
Quizizz” (mean = 4.30, SD = 0.465). The p-value of the paired sample t-test is less than 0.05, so there is a
statistically significant t = -3.309, p-value = 0.003.
We conducted a paired sample t-test to compare the Pair 12 item and the competitiveness between the paper-
pencil test and Quizizz. There was a significant difference in score for the strategies in pre (mean = 3.74, SD =
0.662) and post (mean = 4.44, SD = 0.465); t = -3.215, p-value = 0.003. These results suggest that students are
more competitive in the gamified classroom.
Next, in Pair 13, the item I feel happy about my results in the paper pencil test(mean = 3.30, SD = 0.759)
and “I feel happy about my results in Quizizz” (mean = 4.19, SD = 0.465). The difference between the before
and after answers to the physics test using Quizizz is statistically significant: t = -4.561, p-value = 0.000.
As for Pair 14, the item “I feel energetic when I answer paper pencil test” (mean = 3.26, SD = 0.542) and I feel
energetic when I answer Quizizz (mean = 4.59, SD = 0.501); t = -6.928, p-value = 0.000. Since the p-value is
smaller than 0.05, it can be concluded that there is a significant difference in learning physics before and after
the implementation of Quizizz.
Then, Pair 15 items “I feel more confident choosing the correct answers” in the pre (mean = 3.63, SD = 0.736)
and post (mean = 4.15, SD = 0.501); t = -3.174, p-value = 0.004. Since the p-value is smaller than 0.05, it can
be concluded that there is a significant difference in students’ attitudes in which they agree that “I'm more
confident selecting the correct answers”.
In short, the items Pair 1 until Pair 13 show that the p-value is smaller than 0.05, except for Pair 14 and Pair
15. Based on this, it can be argued that compared to the paper-pencil test, the Physics test supported by
gamification significantly improves the student’s enthusiasm toward Quizizz as a gamification in learning
Physics.
Overall, the averages demonstrate that the experimental group has improved in terms of the cognitive,
behavioural, and affective domains. Based on this, it can be claimed that Quizizz-supported Physics courses
greatly increase students' attitudes towards learning Physics as opposed to paper-pencil tests.
How do students’ attitude toward gamified classroom differ in terms of gender
Table 11 shows the findings of the mean value and standard deviation between male and female students on
the attitudes toward the usage of Quizizz in answering the Physics Test. It indicates a small difference between
male students (mean = 4.38, SD = 0.422) and female students (mean = 4.15, SD = 0.474).
Table 11 Independent Sample T-Test of Student’s Attitudes Toward Gamified Classroom Differ in Term of
Gender
Gender
N
Mean
Std. Deviation
Attitude
Male
12
4.38
0.422
Female
15
4.15
0.474
What students’ perception of gameful experience in gamified classroom?
The descriptive analysis in Table 12 shows the perception of students in the treatment group during the usage
of Quizizz in answering Physics questions. Initially, most of the students preferred to answer strongly agree
and agree. There are 4 out of 15 questions that students answered disagreed, which were question 2, question
7, question 8 and question 14. The highest mean score of 4.59 indicates that Quizizz fosters an energetic
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classroom atmosphere. Next, the students found out that they were eager to learn via Quizizz (mean = 4.52).
However, only 15 out of 27 students (mean = 3.59) chose to agree and strongly agree that Quizizz is better
than a paper pencil test. On average, most students agree that Quizizz doesn’t give any chance to cheat (mean
= 3.58). Meanwhile, Quizizz is quiet in terms of concentration and focus from any disturbance, showing the
lowest rating among the students (mean = 3.56).
Table 12 Descriptive Statistic of Students’ perception toward Quizizz
Frequency
Mean
SD
D
N
A
SA
Q1
I find Quizizz exciting, interesting,
motivating and fun
0
0
2
10
15
4.48
Q2
I look forward to playing Quizizz
0
1
5
11
10
4.11
Q3
I feel positive when playing Quizizz
0
0
4
13
10
4.22
Q4
I like the collaboration and
competitiveness in Quizizz sessions
0
0
1
15
11
4.37
Q5
Quizizz create an energetic
classroom atmosphere
0
0
0
11
16
4.59
Q6
Quizizz tends to be under students‘
control (Students directed/paced)
0
0
5
12
10
4.19
Q7
Quizizz is quite
(concentration/focus/disturbance)
0
4
10
7
6
3.56
Q8
Quizizz doesn’t give any chance to
cheat
0
3
5
12
7
3.85
Q9
Quizizz final leader board satisfies
you
0
0
8
10
9
4.04
Q10
Quizizz has some special
challenging features
0
0
0
15
12
4.44
Q11
I find Quizizz reveal the real
students’ competence
0
0
2
15
10
4.30
Q12
I feel Quizizz familiar and simple to
do
0
0
5
14
8
4.11
Q13
Quizizz feedback for questions is
engaging
0
0
3
13
10
4.26
Q14
Quizizz is better than paper pencil
test
0
5
7
9
6
3.59
Q15
I am eager to learn via Quizizz
0
0
1
11
15
4.52
CONCLUSIONS
Summary of Findings and Discussion
The research aims to compare how well students learn physics in terms of their achievement using traditional
methods versus a gamified classroom, see how excited or enthusiastic secondary students are about learning
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
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physics in a gamified setting, explore their attitudes towards learning physics in that environment, and
understand how their perception about the gaming experience in the gamified classroom.
Table 6 shows the mean test mark for the gamified classroom, 5.78, which was higher than for traditional
learning which was 4.63. It shows that Quizizz, as a gamification educational tool for answering tests,
positively impacts academic achievement, especially in physics subjects. There is a significant difference in
students' academic achievement in physics between traditional and gamified classrooms.
Quizizz had a beneficial effect on students' learning in the form of enthusiasm. Quizizz's assessment of the
topic motivated students to study it more. Table 7 demonstrates the results of students' enthusiasm for learning
physics using Quizizz, with the majority of the items showing a p-value less than 0.05. This data suggests a
significant difference in enthusiasm between the pre- and post-tests. Besides contributing to students’
enthusiasm for learning, Quizizz also influenced the students to be more competitive, where students like to do
better than other students on physics tests.
The study also found that gamification in the classroom with mean scores for all sections positively impacts
students' attitudes in terms of cognitive, behavioural and affective aspects, as shown in Table 8, Table 9 and
Table 10 respectively. When students exhibit positive affective engagement, they are more likely to feel
motivated, engaged, and enthusiastic about the material they are studying. Such an attitude can improve their
entire learning process and results.
Based on Table 12, the highest rating strongly agrees with the item regarding the environment that was created
during the implementation of Quizizz. One of the main reasons is students quickly identify and improve from
their mistakes as they receive immediate feedback on their quiz answers. Throughout the lesson, rapid
feedback encourages active learning and keeps students energised and focused. Students typically perform
better because Quizizz allows them to rank against their peers. A positive learning atmosphere and healthy
competition are also promoted, where students may support one another and exchange strategies such as using
power-ups wisely and earning bonus points to push the rank. From the results acquired, students were satisfied
with the Quizizz component, namely the leaderboard. It is intended to provide students with precise data about
their position after answering each question and total test scores or points at the end of the session. Hence, it
indicates that receiving online formative feedback increases students’ sense of taking responsibility for their
learning experience.
Pedagogical Implications and Suggestions for Future Research
The study's conclusions allow for the determination of many ramifications for both teachers and students. The
first implication is that the students engage more in the lesson to rank well by answering the questions
correctly. As a result, the academic achievement among the students increases. Multiple-choice, true-or-false,
and open-ended questions are among the question types that Quizizz offers. This diversity accommodates
varying learning styles and keeps the learning process active, keeping students interested. Secondly, students
will also be more eager to learn. This is because Quizizz's competitive aspect, which allows students to view
their rankings instantly, could encourage them to higher performance. Furthermore, cooperative elements like
team-based games promote a feeling of cooperation and mutual success, which raises enthusiasm.
Additionally, Quizizz's instant feedback feature gives students immediate feedback on every question,
allowing them to analyze the right responses quickly and learn from their mistakes. Thirdly, teachers can use
Quizizz for review sessions in order to help students improve their knowledge before the examination. This
review session can be done by using the flashcard elements in Quizizz, where flashcards are available on the
reports page following the completion of a homework or live quiz. Effective review sessions can boost
students' confidence and create a positive attitude toward their ability to succeed. Finally, teachers can modify
feedback preferences according to gender, as guys may be more accepting of competitive feedback
approaches, while ladies may want more in-depth and customized input. Modifying feedback on gamified
platforms such as Quizizz can assist in meeting these needs.
Future researchers who are willing to investigate more gamification, especially in STEM subjects, are
recommended to use different types of educational web tools that promote elements of gamification such as
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN APPLIED SCIENCE (IJRIAS)
ISSN No. 2454-6194 | DOI: 10.51584/IJRIAS |Volume X Issue IX September 2025
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Kahoot, Quizlet Live, Socrative and Minecraft. This is because it promotes different specific needs and
preferences that depend on the learning objectives of the lessons. Next, future researchers can integrate
gamification elements in conducting experiments. For example, researchers can make applications based on
gamification concepts such as progress bars, time, bar charts and pie charts, leaderboards, self-competition,
and rules. By incorporating this element of gamification, the researcher can also investigate its effect on
competition and collaboration among the students. Moreover, the future researcher can explore the barriers and
challenges among teachers to implement gamification during the teaching and learning process, as the
gamification tools were rarely used by the teacher. This is due to different teachers utilising gamification in
different ways, and the acceptance of gamification in the classroom is influenced by a number of variables,
including the subject matter, the age range of the pupils, and the teacher's own teaching style. Lastly, there was
a program and seminars that offered simple guides for the teacher to use educational web tools and technology
in the teaching and learning process. Therefore, the future researcher was recommended to investigate the
effects of offering gamification training and professional development to educators. The study can evaluate the
efficacy of particular training courses intended to give educators the necessary skills and knowledge to
incorporate gamification into the classroom. This includes determining if teachers who participate in such
training programs feel more competent, confident, and willing to use gamified components.
CONFLICT OF INTEREST STATEMENT
The authors agree that this research was conducted in the absence of any self-benefits, commercial or financial
conflicts and declare the absence of conflicting interests with the funders.
AUTHORS CONTRIBUTIONS
NN and AWAL carried out the abstract, objectives, conceptual framework, methodology, discussion,
conclusions and implications. KSSKMN and HMM did the introduction while NFAK and NK did the literature
review sections. NN, KSSKMN and SAZ collected and refined the data and performed the data analysis using
IBM Statistics (Statistical Package for the Social Sciences) Version 28 for analysis. All authors read and
approved the final manuscript.
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