[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-seo-597045-105":3,"detail-sidebar-cat-0-en-105":81,"doc-detail-597045-en":130},{"code":4,"msg":5,"data":6},0,"ok",{"site_id":7,"language":8,"slug":9,"title":10,"keywords":11,"description":12,"schema_data":13,"social_meta":74,"head_meta":76,"extra_data":78,"updated_unix":80},105,"en","exploring-students-perception-of-quizizz-as-a-learning-media-in-higher-education","Exploring Students’ Perception of Quizizz as a Learning Media in Higher Education","","Game use in education is linked to improved student engagement, yet prior studies often emphasize secondary learners and leave limited evidence for higher education. This exploratory mixed-method research examines higher-education students’ perceptions of Quizizz and related obstacles within a library science program in Indonesia. Data from 272 undergraduate students show increased engagement and notable gains in independence and self-control, accompanied by higher self-confidence during activities, with suggestions for varied teaching strategies to support retention of learning outcomes.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/exam/","Exam",3,{"item":32,"name":10,"@type":21,"position":33},"https://docshare.wps.com/document/exploring-students-perception-of-quizizz-as-a-learning-media-in-higher-education/597045/",4,{"url":32,"name":10,"@type":35,"image":36,"author":41,"headline":10,"publisher":44,"fileFormat":47,"inLanguage":8,"description":12,"dateModified":48,"datePublished":49,"encodingFormat":47,"isAccessibleForFree":50,"interactionStatistic":51},"DigitalDocument",{"url":37,"@type":38,"width":39,"height":40},"https://docshare.wps.com/thumbnails/exploring-students-perception-of-quizizz-as-a-learning-media-in-higher-education/597045.png","ImageObject",300,407,{"name":42,"@type":43},"Rainbow Cat","Person",{"url":19,"name":45,"@type":46},"DocShare","Organization","application/pdf","2026-10-31","2026-10-15",true,{"@type":52,"interactionType":53,"userInteractionCount":55},"InteractionCounter",{"@type":54},"ViewAction",5,{"@type":57,"mainEntity":58},"FAQPage",[59,65,69],{"name":60,"@type":61,"acceptedAnswer":62},"What is the purpose of the study about Quizizz?","Question",{"text":63,"@type":64},"To explore students’ perceptions of Quizizz as a learning media and identify related obstacles in a higher-education library science program.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"What methods and sample size does the study use?",{"text":68,"@type":64},"The study uses a combination of quantitative and qualitative methods, including surveys and focused group discussion, with a sample of 272 undergraduate students.",{"name":70,"@type":61,"acceptedAnswer":71},"What learning effects are reported from using Quizizz?",{"text":72,"@type":64},"Using games in learning is reported to increase engagement and significantly improve independence and self-control, while students gain self-confidence and enjoy the game.","https://schema.org",{"og:url":32,"og:type":75,"og:title":10,"og:site_name":45,"og:description":12},"article",{"robots":77,"canonical":32},"index,follow",{"doc_id":79,"site_id":7},597045,1792667636,{"code":4,"msg":82,"data":83},"success",[84,88,92,95,99,104,109,114,119,122,126],{"id":22,"doc_module":4,"doc_module_name":25,"category_name":85,"show_sort_weight":86,"slug":87},"Story & Novel",90,"story-novel",{"id":26,"doc_module":4,"doc_module_name":25,"category_name":89,"show_sort_weight":90,"slug":91},"Literature",80,"literature",{"id":33,"doc_module":4,"doc_module_name":25,"category_name":29,"show_sort_weight":93,"slug":94},70,"exam",{"id":55,"doc_module":4,"doc_module_name":25,"category_name":96,"show_sort_weight":97,"slug":98},"Comic",60,"comic",{"id":100,"doc_module":4,"doc_module_name":25,"category_name":101,"show_sort_weight":102,"slug":103},6,"Technology",50,"technology",{"id":105,"doc_module":4,"doc_module_name":25,"category_name":106,"show_sort_weight":107,"slug":108},7,"Healthcare",40,"healthcare",{"id":110,"doc_module":4,"doc_module_name":25,"category_name":111,"show_sort_weight":112,"slug":113},8,"Research & Report",30,"research-report",{"id":115,"doc_module":4,"doc_module_name":25,"category_name":116,"show_sort_weight":117,"slug":118},9,"Religion & Spirituality",20,"religion-spirituality",{"id":117,"doc_module":4,"doc_module_name":25,"category_name":120,"show_sort_weight":117,"slug":121},"World Cup","world-cup",{"id":123,"doc_module":4,"doc_module_name":25,"category_name":124,"show_sort_weight":123,"slug":125},10,"Lifestyle","lifestyle",{"id":127,"doc_module":4,"doc_module_name":25,"category_name":128,"show_sort_weight":55,"slug":129},19,"General","general",{"code":4,"msg":82,"data":131},{"doc_id":79,"user_id":132,"nickname":42,"user_avatar":133,"doc_module":4,"category_id":33,"category_name":29,"doc_title":10,"doc_description":12,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":55,"is_deleted":4,"is_public":22,"is_downloadable":22,"audit_status":22,"page_count":139,"language":140,"language_code":8,"site_id":7,"html_lang":8,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":12,"update_tm":144,"read_time":97,"preview_page_count":4},962090769181,"https://ap-avatar.wpscdn.com/davatar_6f874abed73319feea01a86fa6f0fab8","| Volume 49 (3) | Fall/Automne 2023 |\n| --- | --- |\n\nExploring Students’ Perception of Quizizz as a Learning Media in Higher Education  \nExplorer la perception des élèves de Quizizz en tant que média d'apprentissagedans l'enseignement supérieur  \nHarun Sitompul, Universitas Negeri Medan, Indonesia  \nRetno Sayekti, Universitas Islam Negeri Sumatera Utara, Indonesia  \nSri Rahmah Dewi Saragih, Universitas Asahan, Indonesia  \nSalminawati, Universitas Islam Negeri Sumatera Utara, Indonesia  \nAbstract  \nThe use of game in education has been evidenced to improve students’ engagement in learning. However, much research shows that the use of game in learning is only effective for highschool students, while its use for students of higher education is limited. Research on game in education has predominantly been occupied by Kahoot! while Quizizz has received less analysis. This research aims to explore student perception of Quizizz as a learning media and the related obstacles experienced in a library science study program of State Islamic University of North Sumatera in Indonesia. The research uses a combination of quantitative and qualitative methods, such as survey and focused group discussion, with a sample of 272 undergraduate students. The study found that the use of games in learning actively increased student engagement and led to a significant improvement in independence and self-control in learning. During the learning activity students maintain that they gain their self-confidence while enjoying the game. The research suggests that to increase learning achievement, educators should use various teaching strategies that encourage students’ active mental and physical engagement. Additionally, it is expected that this learning experience and content will enhance students' retentive memory.  \nKeywords: educational technology; game-based learning; gamification; library and information science; Quizizz  \nRésumé  \nL’utilisation du jeu dans l’éducation a été mise en évidence pour améliorer l’engagement des élèves dans l’apprentissage. Cependant, de nombreuses recherches montrent que l'utilisation du jeu dans l'apprentissage n'est efficace que pour les élèves du secondaire, tandis que son utilisation pour les étudiants d'enseignement supérieur est très limitée. Les recherches sur le jeu dans l'éducation ont  \nCJLT/RCAT Vol. 49 (3)  \nété principalement occupées par Kahoot! Alors que Quizizz a moins d'analyses. Cette recherche exploratoire vise à explorer la perception des étudiants de Quizizz en tant que média d'apprentissage et les obstacles connexes vécues dans le programme d'étude de la science des bibliothèques d'une université islamique d'État en Indonésie. La recherche utilise une combinaison de méthodes quantitatives et qualitatives, telles que l'enquête et la discussion de groupe ciblée, avec un échantillon de 204 étudiants. L'étude a révélé que l'utilisation de jeux dans l'apprentissage augmentait activementl'engagement des élèves et a conduit à une amélioration significative de l'indépendance et de lamaîtrise de soi dans l'apprentissage, ce qui a amélioré la réalisation des objectifs d'apprentissage. Pendant l'activité d'apprentissage, les élèves soutiennent qu'ils acquièrent leur confiance en soi touten profitant du jeu. La recherche suggère que pour augmenter les résultats de l'apprentissage, les éducateurs devraient utiliser diverses stratégies d'enseignement qui encouragent l'engagement mental et physique actif des élèves. En outre, il est prévu que cette expérience d'apprentissage et cette contenu améliorent la mémoire rétendue des élèves.  \nMots-clés: apprentissage basé sur le jeu ; bibliothèque et science de l'information ; gamification ; Quizizz ; technologie éducative  \nIntroduction  \nLearning is a multifaceted process that encompasses cognitive, attitudinal, and psychomotor aspects, involving intentional, active engagement in reciprocal activities of intention-actionreflection to achieve understanding and behavioural ","cbCaib3rwU26HYYF","https://ap.wps.com/l/cbCaib3rwU26HYYF","pdf",284868,24,"English","# Abstract\n# Introduction\n## Background on learning and engagement\n## Prior research on game-based learning\n## Research aims and scope","[{\"question\":\"What is the purpose of the study about Quizizz?\",\"answer\":\"To explore students’ perceptions of Quizizz as a learning media and identify related obstacles in a higher-education library science program.\"},{\"question\":\"What methods and sample size does the study use?\",\"answer\":\"The study uses a combination of quantitative and qualitative methods, including surveys and focused group discussion, with a sample of 272 undergraduate students.\"},{\"question\":\"What learning effects are reported from using Quizizz?\",\"answer\":\"Using games in learning is reported to increase engagement and significantly improve independence and self-control, while students gain self-confidence and enjoy the game.\"}]","Exploring Students’ Perception of Quizizz as a Learning Media in Higher Education | PDF",1792084266]