Gamification-Based Assessment: The Washback Effect of Quizizz on Students' Learning in Higher Education

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Bibliographic Details
Title: Gamification-Based Assessment: The Washback Effect of Quizizz on Students' Learning in Higher Education
Language: English
Authors: Pitoyo, Muhammad Dafit, Sumardi, Asib, Abdul
Source: International Journal of Language Education. Mar 2020 4(1):1-10.
Availability: International Journal of Language Education. Faculty of Languages and Literature UNM Jl Daeng Tata Raya Makassar, South Sulawesi 90224 Indonesia. e-mail: ijole@unm.ac.id; Web site: https://ojs.unm.ac.id/ijole/index
Peer Reviewed: Y
Page Count: 10
Publication Date: 2020
Document Type: Journal Articles
Reports - Research
Descriptors: Language Tests, Testing Problems, Technology Integration, Computer Assisted Testing, Teaching Methods, Learning Processes, Student Attitudes, Student Motivation, Computer Games, Educational Games, English (Second Language), Second Language Learning, Second Language Instruction, Test Preparation, Scores, Preferences
Assessment and Survey Identifiers: Test of English as a Foreign Language
ISSN: 2548-8457
Abstract: Assessment and technology are two components that are very important in education. Assessment is the core of education, which provides teachers much information from their students and technology helps to achieve the learning goal more easily. Teachers are able to take the advantages of the integration of technology and assessment to get really detail information of students test to create a good teaching process. However, there are not many teachers, who really consider about assessment and the washback effect on students' learning. Thus, this study aimed to explore the washback effect of Quizizz assessment platform on students' learning. To investigate the issue, the researcher used questionnaire, observation and in-depth interviews. The data obtained would be analyzed qualitatively. The result of the study shows that students were motivated and they wanted to learn more deeply after doing several gamified test with Quizizz. They were interested in elements of game such as Leaderboard, Meme, Time restriction, and Test report.
Abstractor: As Provided
Entry Date: 2020
Accession Number: EJ1249875
Database: ERIC
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  Data: Gamification-Based Assessment: The Washback Effect of Quizizz on Students' Learning in Higher Education
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  Data: <searchLink fieldCode="AR" term="%22Pitoyo%2C+Muhammad+Dafit%22">Pitoyo, Muhammad Dafit</searchLink><br /><searchLink fieldCode="AR" term="%22Sumardi%22">Sumardi</searchLink><br /><searchLink fieldCode="AR" term="%22Asib%2C+Abdul%22">Asib, Abdul</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Language+Education%22"><i>International Journal of Language Education</i></searchLink>. Mar 2020 4(1):1-10.
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  Data: International Journal of Language Education. Faculty of Languages and Literature UNM Jl Daeng Tata Raya Makassar, South Sulawesi 90224 Indonesia. e-mail: ijole@unm.ac.id; Web site: https://ojs.unm.ac.id/ijole/index
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  Data: Assessment and technology are two components that are very important in education. Assessment is the core of education, which provides teachers much information from their students and technology helps to achieve the learning goal more easily. Teachers are able to take the advantages of the integration of technology and assessment to get really detail information of students test to create a good teaching process. However, there are not many teachers, who really consider about assessment and the washback effect on students' learning. Thus, this study aimed to explore the washback effect of Quizizz assessment platform on students' learning. To investigate the issue, the researcher used questionnaire, observation and in-depth interviews. The data obtained would be analyzed qualitatively. The result of the study shows that students were motivated and they wanted to learn more deeply after doing several gamified test with Quizizz. They were interested in elements of game such as Leaderboard, Meme, Time restriction, and Test report.
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  Data: As Provided
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  Data: 2020
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  Data: EJ1249875
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1249875
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 10
        StartPage: 1
    Subjects:
      – SubjectFull: Language Tests
        Type: general
      – SubjectFull: Testing Problems
        Type: general
      – SubjectFull: Technology Integration
        Type: general
      – SubjectFull: Computer Assisted Testing
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      – SubjectFull: Teaching Methods
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      – SubjectFull: Learning Processes
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      – SubjectFull: Student Attitudes
        Type: general
      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Computer Games
        Type: general
      – SubjectFull: Educational Games
        Type: general
      – SubjectFull: English (Second Language)
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      – SubjectFull: Second Language Learning
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      – SubjectFull: Test Preparation
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      – SubjectFull: Preferences
        Type: general
      – SubjectFull: Test of English as a Foreign Language
        Type: general
    Titles:
      – TitleFull: Gamification-Based Assessment: The Washback Effect of Quizizz on Students' Learning in Higher Education
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            NameFull: Sumardi
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