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Emerging Tools Research: Quizizz 1

Emerging Tools Research Paper

Gary Sullivan

Towson University
Emerging Tools: Quizizz 2

Summary of Emerging Tool

Quizizz is a game-based educational app and website, which brings competitive activities

to more traditionally based classes and makes exercises such as review more engaging. Using

Quizizz, students can do activities on their personal electronic devices. Like Kahoot, Quizizz is

about making the activity more exciting through a game, however Quizizz has game

characteristics like avatars, themes, memes (though they are old) and music, which help kids buy

into the process. Quizizz has students compete and motivates them to get answers correct.

Students will all take the quiz at the same time in class and see their live ranking on the

leaderboard, usually through a interactive whiteboard in the front of the classroom. Quizizz is

student based, it prompts students with questions in a randomized order generated from the

teacher’s master list of questions. Each question appears on their device and they are given

multiple answer options and score points for faster responses. In order to facilitate engagement

and differentiate for different levels of learners, Quizizz has multiple options for question answer

speed, response time, etc. Quizizz can be played on smartphones, laptops, desktops, and tablets

so it meets all the BYOD qualifications in use in my school. Quizizz tracks and records students

answers and can be exported to an Excel sheet, with breakdowns on percentage of correct

answers per question, so you can see where students are struggling. There are thousands of

public quizzes on the website, and an in-depth quiz editor for teachers to create their own.

Supporting Research

There are a multitude of studies that support the use of Quizizz in the classroom

environment for educational purposes. In a study by Fang Zhao (2019) the instructor used

Quizizz in the accounting classroom to measure the effectiveness of the tool at increasing student
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reported engagement and higher assessment scores. The study examined two groups of

approximately 60 students over two semesters of the same class taught by the same instructor.

Student engagement with the technology was measured through a survey on a 5-point Likert

scale given at the end of each semester. The results indicate that students believe Quizizz

enhances learning, engagement, and interest. Additionally, the majority of students reported that

they preferred using Quizizz to do in class assignments than on paper.

Another study done by Derya Orhan Göksün et. Al. (2019) found that “the

implementation of Quizizz reinforced learning, however this should be supported by face-to-face

feedback.” Their study compared a control group using traditional methods to a group using

Kahoot and a group using Quizizz to determine the most effective form of student engagement.

Both methods showed gains over a more traditionally oriented classroom environment.

Plan to Enhance Learning

Based on the studies I read and my experience with online competitive games to review

in my own classroom I thought of several possible applications where this emerging tool would

be an improvement to my own teaching methods. The one thing that really sticks out to me in
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application is the reports available after the quiz has been taken.

Quizizz records classwide and individual statistics that can help determine whether or not the

concepts on an upcoming assessment for instance have been covered and are understood. If

everyone gets question #4 wrong about opportunity cost, it’s probably something worth spending

a little bit more time on before we get to the test. Additionally, Quizizz is a way to get students to

study and review for an assessment when they otherwise would not. I know in my personal

experience I often have kids who don’t complete the study guides I give for my tests even though

it is worth 40% of a test in itself. However, they often will play the Kahoot on review day due to

the competitive aspects and enjoying trying to show off for others. One thing I have noticed is

that since Kahoot is so fast paced however, some of my learners can’t read the questions/answers

in time and quickly become frustrated and quit. The self-paced style of Quizizz can work to

alleviate this problem while retaining the competitive point-based game mode. I think that the

combination of these two things into my own classroom review will be beneficial to both myself

and my students in the future.


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References

Zhao, F. (2019). Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom.

International Journal of Higher Education, 8(1), 37–43

Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified

learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15–29.

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