Examining Effectiveness of Game-Based Learning Quizizz in Enhancing Students Experience in Learning Economics Subject Among Students in Public University
Authors
Faculty of Business and Management, Universiti Teknologi MARA (UiTM) Sarawak Branch (Malaysia)
Faculty of Civil Engineering, Universiti Teknologi MARA (UiTM) Sarawak Branch (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.100400110
Subject Category: Education
Volume/Issue: 10/4 | Page No: 1475-1481
Publication Timeline
Submitted: 2026-04-04
Accepted: 2026-04-10
Published: 2026-04-29
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 students’ active participation and enhancing learning experience in Economics subject. 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 students’ active participation by 17 percent and enhancing students learning experience by Economics performance by 47.5 percent in Economics subject. 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, active participation
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References
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