Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects
This study is to explore the integration of a gamified quiz within the "Game Research and Society" classroom, focusing on its impact on student acceptance and readiness for their third-year final year projects. The research aimed to address the need to assess gamified educational tools...
محفوظ في:
المؤلفون الرئيسيون: | , , |
---|---|
التنسيق: | مقال |
اللغة: | English |
منشور في: |
INTI International University
2023
|
الموضوعات: | |
الوصول للمادة أونلاين: | http://eprints.intimal.edu.my/1839/1/ij2023_68.pdf http://eprints.intimal.edu.my/1839/ https://intijournal.intimal.edu.my |
الوسوم: |
إضافة وسم
لا توجد وسوم, كن أول من يضع وسما على هذه التسجيلة!
|
id |
my-inti-eprints.1839 |
---|---|
record_format |
eprints |
spelling |
my-inti-eprints.18392023-12-04T01:26:08Z http://eprints.intimal.edu.my/1839/ Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects Cheng, Kin Meng Bong, Mei Fern Lim, Zi Jie L Education (General) Q Science (General) QA76 Computer software This study is to explore the integration of a gamified quiz within the "Game Research and Society" classroom, focusing on its impact on student acceptance and readiness for their third-year final year projects. The research aimed to address the need to assess gamified educational tools' effectiveness in enhancing learning experiences and adequately preparing students for their culminating academic projects. With the guidance of Technology Acceptance Model (TAM), a small scale of 41 students that is currently in their second year is selected to take part in the pre and post-test assessments were conducted through surveys to evaluate student acceptance, perceptions of usefulness, ease of use of the gamified quiz, and readiness for final year projects. A paired T-test were conducted and show a significant increase in student acceptance and positive perceptions after the gamified quiz implementation, correlating with enhanced readiness for final year projects. This research highlights the transformative potential of gamified educational tools in both improving learning experiences and adequately preparing students for academic milestones INTI International University 2023-12 Article PeerReviewed text en cc_by_4 http://eprints.intimal.edu.my/1839/1/ij2023_68.pdf Cheng, Kin Meng and Bong, Mei Fern and Lim, Zi Jie (2023) Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects. INTI JOURNAL, 2023 (68). pp. 1-7. ISSN e2600-7320 https://intijournal.intimal.edu.my |
institution |
INTI International University |
building |
INTI Library |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
INTI International University |
content_source |
INTI Institutional Repository |
url_provider |
http://eprints.intimal.edu.my |
language |
English |
topic |
L Education (General) Q Science (General) QA76 Computer software |
spellingShingle |
L Education (General) Q Science (General) QA76 Computer software Cheng, Kin Meng Bong, Mei Fern Lim, Zi Jie Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects |
description |
This study is to explore the integration of a gamified quiz within the "Game Research and Society"
classroom, focusing on its impact on student acceptance and readiness for their third-year final
year projects. The research aimed to address the need to assess gamified educational tools'
effectiveness in enhancing learning experiences and adequately preparing students for their
culminating academic projects. With the guidance of Technology Acceptance Model (TAM), a
small scale of 41 students that is currently in their second year is selected to take part in the pre
and post-test assessments were conducted through surveys to evaluate student acceptance,
perceptions of usefulness, ease of use of the gamified quiz, and readiness for final year projects.
A paired T-test were conducted and show a significant increase in student acceptance and positive
perceptions after the gamified quiz implementation, correlating with enhanced readiness for final
year projects. This research highlights the transformative potential of gamified educational tools
in both improving learning experiences and adequately preparing students for academic
milestones |
format |
Article |
author |
Cheng, Kin Meng Bong, Mei Fern Lim, Zi Jie |
author_facet |
Cheng, Kin Meng Bong, Mei Fern Lim, Zi Jie |
author_sort |
Cheng, Kin Meng |
title |
Assessing the Acceptance of Quizziz in 'Game Research and Society'
Classroom: Impact on Perceived Readiness for Final Year Projects |
title_short |
Assessing the Acceptance of Quizziz in 'Game Research and Society'
Classroom: Impact on Perceived Readiness for Final Year Projects |
title_full |
Assessing the Acceptance of Quizziz in 'Game Research and Society'
Classroom: Impact on Perceived Readiness for Final Year Projects |
title_fullStr |
Assessing the Acceptance of Quizziz in 'Game Research and Society'
Classroom: Impact on Perceived Readiness for Final Year Projects |
title_full_unstemmed |
Assessing the Acceptance of Quizziz in 'Game Research and Society'
Classroom: Impact on Perceived Readiness for Final Year Projects |
title_sort |
assessing the acceptance of quizziz in 'game research and society'
classroom: impact on perceived readiness for final year projects |
publisher |
INTI International University |
publishDate |
2023 |
url |
http://eprints.intimal.edu.my/1839/1/ij2023_68.pdf http://eprints.intimal.edu.my/1839/ https://intijournal.intimal.edu.my |
_version_ |
1784519234283372544 |
score |
13.252575 |