Kahoot, Quizizz, and Quizalize in the English Class and their Impact on Motivation

Author:

España-Delgado José AntonioORCID

Abstract

The Covid-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning as a way to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons. The study seeks to explore the students' perceptions regarding the implementation of some game-based learning platforms (Kahoot, Quizizz, and Quizalize) during their EFL virtual classes and to determine the impact of these platforms on students' motivation toward language learning. A convergent parallel design was implemented to gather quantitative and qualitative data from the twenty-seven participants of the study simultaneously. A four-point Likert scale questionnaire and a focus group were the instruments employed to collect this statistical and descriptive information. The results show that the students perceived Kahoot, Quizizz, and Quizalize as useful, entertaining, fun, and engaging tools. As a conclusion, the enjoyment factor of these tools increases learner motivation and level of attainment.

Publisher

Asociacion Colombiana de Profesores de Ingles - ASOCOPI

Subject

General Medicine

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Game-Like Online Student Assessment System;International Conference on Information Systems Development;2024-09-09

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