Work

Factors Affecting University Students' Preference for Using Quizizz in Gamified Learning Activities

Year: 2024
Type: conference-paper
Study design: Observational Study
Abstract: In the digital era, the combination of technology and education is encouraged to foster students’ learning experience. Gamification is the presence of game elements in a non-game context to promote users’ engagement. Quizizz as a gamified learning platform is one of the more favorable for students and lecturers, owing to its approachable features. Previous studies about Quizizz have existed, though the context of Vietnamese university students’ preferences is still relatively new. This study aims to evaluate which factors influence students’ preferences based on a pre-conceptualized model concerning utilizing Quizizz in gamified learning settings. A quantitative approach and a 23-item questionnaire using a 5-point Likert scale were conducted to obtain data from 141 students from universities in Vietnam. From the accumulated data, the results reveal that usefulness is the most impactful factor influencing preference for Quizizz in a gamified setting. Knowledge improvement also plays a significant role in determining the level of usefulness perceived by the students. Implications and challenges derived from the findings point to further research possibilities and pedagogical applications.
Institution: FPT University
Language: English
Field: Psychology
Open Access status: bronze
OpenAlex ID: W4412196907
FWCI:
Cites: 50
Cited by:
Related to: 10