The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions

It is indubitable that in this digital age, a plethora of game-based platforms have been used globally to teach students English at all levels. It is also imperative to explore the degree of effectiveness of using gamification in English language acquisition so that its benefits in educational setti...

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Main Author: Nor Dawirah Rahman
Format: Article
Language:English
English
Published: International Journal Of Modern Education (IJMOE) 2023
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Online Access:https://eprints.ums.edu.my/id/eprint/37651/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/37651/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/37651/
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spelling my.ums.eprints.376512023-11-24T06:58:33Z https://eprints.ums.edu.my/id/eprint/37651/ The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions Nor Dawirah Rahman P201-299 Comparative grammar RA643-645 Disease (Communicable and noninfectious) and public health It is indubitable that in this digital age, a plethora of game-based platforms have been used globally to teach students English at all levels. It is also imperative to explore the degree of effectiveness of using gamification in English language acquisition so that its benefits in educational settings can be boosted to the fullest. In congruence with that, this paper gleans into low-proficient L2 learners' perceptions towards the use of Quizizz, a game-based learning tool, towards improving their mastery of English grammar, a pivotal element of acquiring English at the tertiary educational level. This study employed a questionnaire to collect quantitative data from 65 students at Universiti Malaysia Sabah who took the Essential Communication Skills subject. Two parts of the questions posed in the questionnaire are Part A, which is on a 5- point Likert scale and comprises ten questions on students' perceptions of Quizizz features and grammar mastery, and Part B, which consists of one checkbox question with four options on the challenges of using Quizizz. The data yielded positive perceptions that the use of Quizizz is indeed a helpful tool to improve students' grasp of English grammar, and most respondents perceived internet connection issues, distraction from the timing and touch screen’s sensitivity that led to accidental incorrect responses, and jitters when answering questions as the central challenges of using Quizizz. Positive feedback obtained from this study serves as supportive evidence that Quizizz should be constantly and broadly used at the university level for low-proficient students to learn and practise grammar lessons and ultimately level up their comprehension of English grammar. At the same time, educators and educational institutions can take some apt measures to address the challenges so that the benefits of learning English grammar through Quizizz can be optimised International Journal Of Modern Education (IJMOE) 2023 Article NonPeerReviewed text en https://eprints.ums.edu.my/id/eprint/37651/1/ABSTRACT.pdf text en https://eprints.ums.edu.my/id/eprint/37651/2/FULL%20TEXT.pdf Nor Dawirah Rahman (2023) The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions. International Journal Of Modern Education (IJMOE), 5. pp. 70-80.
institution Universiti Malaysia Sabah
building UMS Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sabah
content_source UMS Institutional Repository
url_provider http://eprints.ums.edu.my/
language English
English
topic P201-299 Comparative grammar
RA643-645 Disease (Communicable and noninfectious) and public health
spellingShingle P201-299 Comparative grammar
RA643-645 Disease (Communicable and noninfectious) and public health
Nor Dawirah Rahman
The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
description It is indubitable that in this digital age, a plethora of game-based platforms have been used globally to teach students English at all levels. It is also imperative to explore the degree of effectiveness of using gamification in English language acquisition so that its benefits in educational settings can be boosted to the fullest. In congruence with that, this paper gleans into low-proficient L2 learners' perceptions towards the use of Quizizz, a game-based learning tool, towards improving their mastery of English grammar, a pivotal element of acquiring English at the tertiary educational level. This study employed a questionnaire to collect quantitative data from 65 students at Universiti Malaysia Sabah who took the Essential Communication Skills subject. Two parts of the questions posed in the questionnaire are Part A, which is on a 5- point Likert scale and comprises ten questions on students' perceptions of Quizizz features and grammar mastery, and Part B, which consists of one checkbox question with four options on the challenges of using Quizizz. The data yielded positive perceptions that the use of Quizizz is indeed a helpful tool to improve students' grasp of English grammar, and most respondents perceived internet connection issues, distraction from the timing and touch screen’s sensitivity that led to accidental incorrect responses, and jitters when answering questions as the central challenges of using Quizizz. Positive feedback obtained from this study serves as supportive evidence that Quizizz should be constantly and broadly used at the university level for low-proficient students to learn and practise grammar lessons and ultimately level up their comprehension of English grammar. At the same time, educators and educational institutions can take some apt measures to address the challenges so that the benefits of learning English grammar through Quizizz can be optimised
format Article
author Nor Dawirah Rahman
author_facet Nor Dawirah Rahman
author_sort Nor Dawirah Rahman
title The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
title_short The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
title_full The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
title_fullStr The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
title_full_unstemmed The use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
title_sort use of quizizz as a game-based learning tool in improving the mastery of grammar: low proficient l2 learners’ perceptions
publisher International Journal Of Modern Education (IJMOE)
publishDate 2023
url https://eprints.ums.edu.my/id/eprint/37651/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/37651/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/37651/
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score 13.211869