Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects
This study is to explore the integration of a gamified quiz within the "Game Research and Society" classroom, focusing on its impact on student acceptance and readiness for their third-year final year projects. The research aimed to address the need to assess gamified educational tools...
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Main Authors: | , , |
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Format: | Article |
Language: | English |
Published: |
INTI International University
2023
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Subjects: | |
Online Access: | http://eprints.intimal.edu.my/1839/1/ij2023_68.pdf http://eprints.intimal.edu.my/1839/ https://intijournal.intimal.edu.my |
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Summary: | This study is to explore the integration of a gamified quiz within the "Game Research and Society"
classroom, focusing on its impact on student acceptance and readiness for their third-year final
year projects. The research aimed to address the need to assess gamified educational tools'
effectiveness in enhancing learning experiences and adequately preparing students for their
culminating academic projects. With the guidance of Technology Acceptance Model (TAM), a
small scale of 41 students that is currently in their second year is selected to take part in the pre
and post-test assessments were conducted through surveys to evaluate student acceptance,
perceptions of usefulness, ease of use of the gamified quiz, and readiness for final year projects.
A paired T-test were conducted and show a significant increase in student acceptance and positive
perceptions after the gamified quiz implementation, correlating with enhanced readiness for final
year projects. This research highlights the transformative potential of gamified educational tools
in both improving learning experiences and adequately preparing students for academic
milestones |
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