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Action Research Paper
Action Research Paper
Action Research Paper
Introduction
Have you ever wondered if technology in the classroom helps your students?
This is a question that is asked by many teachers around the world especially now with
technology becoming such an important piece of the classroom and everyday life. This
study focuses on a component of technology that is used for instruction. This study is
based on twenty students that have various abilities, learning styles (visual, auditory,
and kinesthetic learners), come from different backgrounds and all have different
personalities that make them each unique. All students have been impacted by the
As a first grade teacher, I wanted to find out for myself what was actually happening
in my classroom as the students use their computers on a daily basis. I want to be able
to provide my students with opportunities to do their best so they can get the most out of
their academic journey. As technology is infiltrating the classroom more and more on a
daily basis, a question arose that proved to be a good thesis: Does using Quizizz for
before they take a quiz or test. I wanted to know whether this online application was
Review of Literature
Before this study was conducted, scholarly articles were reviewed that provided
examining the online program Quizizz did not take long since it is a popular online
learning platform in the education field. The literature review will include various findings
and Abdul Asib (2019), gamification based assessments help reduce students’ test
anxiety, specifically using Quizizz. The findings reported that students did not have as
assessment. Many of the students enjoyed playing Quizizz because it felt more like a
game than a test. Because Quizizz is game-based, students are motivated to participate
An article by Munuyandi, Husain, Abdul Jabar, and Jusoh (2021) examined the
effectiveness of Quizizz to teach and learn grammar. For the research and data, they
used 130 students. The results of the research showed that it was very beneficial to use
Quizizz as a formative assessment tool to learn and teach students. Students also
Setiyani Setiyani, Nur Fitriyani, and Laela Sagita (2020) carried out a study and
solve mathematical problems between the class with and without the Quizizz-aided
learning method, described the activities of students who used the Quizizz-aided drill
learning method, and described the students' responses in using Quizizz. 67 students
were divided into two different groups: experimental and control. The results from the
research showed that Quizizz did positively impact the students ability and showed
USING QUIZIZZ TO INCREASE STUDENT ACHIEVEMENT ON ASSESSMENTS FOR MATH
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improvement after using Quizizz, proving that Quizizz is effective to use to help students
Crystal Callista Anak Yunus and Tan Kim Hua (2021), explored the influence and
effects of Quizizz in enhancing young Malaysian ESL learners learning irregular English
verbs. This research gathered data from a sample of 30 students using a pre-test/post-
test approach. The data showed the performance on the post-test associated with
learning via Quizizz. The results are discussed both in terms of overall pupil
performance involving the use of Quizizz and in terms of gender comparison to examine
any significant difference in performance between male and female users of Quizizz.
Gender did not make a significant difference but using Quizizz proved to be effective.
Derya Orhan Goksun and Gulden Gürsoy (2019) conducted a study using
Kahoot and Quizizz to see if they are beneficial for a student's achievement. There were
two groups (experimental and control) used to see if the gamified digital tools made a
difference in student engagement. Based on the findings, both digital tools positively
impacted the student. Kahoot had a higher positive impact on the student than Quizizz
These articles provided information that aligns directly with the research
question. Each of these studies prove that using Quizizz is beneficial for student
Methodology
randomly selected a group of nine students out of twenty to take an assigned Quizizz
USING QUIZIZZ TO INCREASE STUDENT ACHIEVEMENT ON ASSESSMENTS FOR MATH
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for review before taking the assessment. The random selection of students allowed the
experiment to not be biased and allowed for a variety of learning styles and abilities to
be present. The nine students (Group A) that were used for this study were able to
access the Quizizz on their computer by a direct link that was sent to them through
Seesaw. The other eleven students (Group B) were given the assessment without
This study was conducted over a period of three weeks on three different topics
(2D shapes, 3D shapes, and time) in math to be able to gather plenty of data. Before
teaching the students the math topic for the week, a pre-test was given to all students to
get baseline data to see what they knew about the topic before instruction was
administered. Then, all students received whole group instruction of the math topic that
was being taught that week. They all received four days of instruction and on the fifth
day, assessed. Group A was given the Quizizz and then assessed and Group B was
assessed without the Quizizz. Throughout the study, I conducted informal observations
and at the end of the study I conducted interviews with Group A students who took the
Quizizz.
Analysis
After collecting all the quantitative and qualitative data, an analysis of the data
was conducted to compare the results to see if using Quizizz actually benefited the
students. The charts below show the results of the pre and post test data that was given
to each student over the course of three weeks. Each pre and post test consisted of 10
questions. The number of questions each student got correct on the pre and post test is
shown on the charts below. Numbers 1-9 on the charts below are the Group A students
USING QUIZIZZ TO INCREASE STUDENT ACHIEVEMENT ON ASSESSMENTS FOR MATH
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that were given a Quizizz before taking the post test. Numbers 10-20 are the Group B
students that were not given the Quizizz before the post test. The quantitative data
shows that all students that used Quizizz made improvement in their post assessment
scores.
USING QUIZIZZ TO INCREASE STUDENT ACHIEVEMENT ON ASSESSMENTS FOR MATH
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Qualitative data was collected through informal observations while the students
were taking the pre-test, Quizizz, and post test. In addition, interviews were held with
students from Group A to analyze their attitude and thoughts toward the content and
Quizizz implementation. It was concluded that all students like Quizizz and wanted to
continue using it in the classroom. One student stated, “I like Quizizz because I like to
play games.” The results demonstrated that taking Quizizz was better than just taking
the assessment because the students were more engaged and focused. The validity of
this data proves to be true by the quantitative and qualitative data that was administered
Findings
After reviewing the literature and carrying out this study, it has been determined
that Quizizz does benefit the students' learning and is effective for instruction and
important that the education field takes advantage of it and uses it to assist their
learning. Comparing the data from Group A and B both help show that students did
benefit from using Quizizz and it should continue to be used in the future. During
observations, it was noticed that Quizizz helps students take their mind off of being
tested and instead focus on having fun because they were playing a game. It requires
them to work independently to complete an activity that they find fun. The learners from
both groups showed improvement and mastered the topics that were being taught each
week.
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The results from the study align with the results from the research in that they
both aligned to say that Quizizz is beneficial for student achievement. I will continue to
Resources
Anak Yunus, C. C., & Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL
Classroom: The Case of Quizizz. Journal of Education and E-Learning Research,
8(1), 103–108.
Munuyand, T. A., Husain, S., Abdul Jabar, M. A., & Jusoh, Z. (2021). Effectiveness of
Quizizz in Interactive Teaching and Learning Malay Grammar. Asian Journal of
University Education, 17(3), 109–118.
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in
gamified learning experiences via Kahoot and Quizizz. Computers & Education,
135, 15–29.
Pitoyo, M. D., Sumardi, & Asib, A. (2019). Gamification Based Assessment: A Test
Anxiety Reduction through Game Elements in Quizizz Platform. International
Online Journal of Education and Teaching, 6(3), 456–471.
Setiyani, S., Fitriyani, N., & Sagita, L. (2020). Improving Student’s Mathematical
Problem Solving Skills through Quizizz. Journal of Research and Advances in
Mathematics Education, 5(3), 276–288.