Gamified Diagnostic Assessment Using Quizizz: Investigating Motivation and Perceptions of Indonesian ESL Students

Authors

  • Laili Inayatus Sholihah Universitas Sultan Ageng Tirtayasa, Indonesia
  • Delsa Miranty Universitas Sultan Ageng Tirtayasa, Indonesia

DOI:

https://doi.org/10.33394/jo-elt.v12i1.15153

Keywords:

Computer-Assisted Language Learning (CALL), Diagnostic Assessment, Gamification, Quizizz

Abstract

This study explores the impact of Quizizz as a diagnostic assessment platform on the motivation and perceptions of third-grade students at SMPN 3 Tigaraksa in their English lessons. A quantitative research design was employed, using a questionnaire distributed to 35 students, with results analyzed through descriptive statistics. The ages of the samples in this research are between 14 and 15 years old. The questionnaire utilized a four-point Likert Scale based on their agreement and disagreement. This questionnaire was distributed through Google Forms. The study’s findings revealed that using Quizizz increased students' intrinsic motivation and positive perceptions of learning English. The students found learning English to be more enjoyable and engaging. The competitive and engaging use of Quizizz resulted in greater interest and confidence in English language learning. Related to the limitation of this research is that it focuses solely on Indonesian ESL students, which may restrict the generalizability of the findings to learners in other cultural or linguistic contexts. This study offers insightful information for teachers to use technology-integrated learning methods, such as Quizizz, as a diagnostic assessment platform. It can motivate and help teachers design more effective teaching strategies according to ESL students' needs in learning English.

Author Biographies

Laili Inayatus Sholihah, Universitas Sultan Ageng Tirtayasa

English Education Department, Faculty of Teacher and Training

Delsa Miranty, Universitas Sultan Ageng Tirtayasa

English Education Department, Faculty of Teacher and Training

References

Aksu, S. (2024). Motivation and Learning Psychology of Teachers in Language Translation Learning. British Educational Research Journal, 50(6), 2623–2639. https://doi.org/10.1002/berj.4044

Barzani, S. H. H., Aslam, M. Z., & Aslam, T. (2021). The Role of Technology in ELL Classes in Turkish Republic of Northern Cyprus | Barzani | International Journal of Language Education. 5(2). https://doi.org/10.26858/ijole.v5i2.14109

Bicen, H., & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13(2), 72–93. https://doi.org/10.3991/ijet.v13i02.7467

Candrawati, D. F. K., Pratiwi, D., & Yulia, Y. (2024). Boosting English Motivation with Mobile Tech: Action Research Among Engineering Students. Voices of English Language Education Society, 8(1), Article 1. https://doi.org/10.29408/veles.v8i1.24580

Carvalho, A., Olim, L., & Campanella, S. (2021). The contribution of foreign language learning to employability. Proceedings of the IV Seminário Internacional: Educação, Territórios e Desenvolvimento Humano, Porto, Portugal. Retrieved from https://www.researchgate.net/publication/358475558_The_Contribution_of_Foreign_Language_Learning_to_Employability

Creswell, J. W. (2014). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (4th ed.). SAGE Publications.

Crystal, D. (2003). English as a global language (2nd ed.). Cambridge University Press.

Delgado, J. A. E. (2023). Kahoot, Quizizz, and Quizalize in the English Class and their Impact on Motivation. HOW, 30, 65–84. https://doi.org/10.19183/how.30.1.641

Eragamreddy, N. (2024). CALL - Language Skills. International Journal of English Literature and Social Sciences, 9(1), 254–270. https://doi.org/10.22161/ijels.91.34

Fandiño, F. G. E., Muñoz, L. D., & Velandia, A. J. S. (2019). Motivation and E-Learning English as a foreign language: A qualitative study. Heliyon, 5(9), e02394. https://doi.org/10.1016/j.heliyon.2019.e02394

Fatoni, L. P., & Santoso, A. (2024). Students’ Cognitive, Affective, and Behavioural Perceptions of the Quizizz Towards Their Grammar Skills in a Business English Training Class at PT. Xl Axiata Tbk. Jakarta. Jurnal Syntax Admiration, 5(10), 3697–3710. https://doi.org/10.46799/jsa.v5i9.1470

Halim, M. S. A. A., Hashim, H., & Yunus, M. M. (2020). Pupils’ Motivation and Perceptions on ESL Lessons through Online Quiz-Games. Journal of Education and E-Learning Research, 7(3), 229–234.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034.

Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254–272. https://doi.org/10.1016/j.compedu.2018.06.018

Huong, N. T. (2022). Using Quizizz Application to Enhance Students’ Motivation and Engagement in Online Learning in Response to Covid Pandemic. Journal of Science and Technology - HaUI, 96–102. https://doi.org/10.57001/huih5804.77

Lestari, T. W. (2019). Kahoot! and Quizizz: A Comparative Study on The Implementation of E-Learning Application Toward Students’ Motivation. Karya Ilmiah Dosen, 2(2). https://journal.stkippgritrenggalek.ac.id/index.php/kid/article/view/150

Mai, D. T., Ngoc, N. T., & Anh, L. N. (2024). Improving First-Year English-Majored Students’ Speaking Skills through Using Digital Storytelling. International Journal of Language Instruction, 3(2), Article 2. https://doi.org/10.54855/ijli.24323

Milandari, P., Wisudayanti, K. H. O., & Ariani, L. P. D. (2024). Investigating the Perspectives of EFL Students toward Quizizz-Mediated Grammar Instruction. ELT in Focus, 7(1), Article 1. https://doi.org/10.35706/eltinfc.v7i1.11863

Mohamad, A. (2020). Student as Teacher – Alternative Revision Method Via Quizizz App. Malim: Jurnal Pengajian Umum Asia Tenggara (Sea Journal of General Studies), 21, 150–159. https://doi.org/10.17576/malim-2020-2101-12

Pham, A. T. (2022). University Students’ Attitudes towards the Application of Quizizz in Learning English as a Foreign Language. International Journal of Emerging Technologies in Learning (iJET), 17(19), 278–290. https://doi.org/10.3991/ijet.v17i19.32235

Pratama, N. A., Sari, A. C., & Bara, P. K. N. B. (2024). The Effect of Online Learning on Student Motivation and Achievement during the Pandemic. Edumaniora : Jurnal Pendidikan Dan Humaniora, 3(02), Article 02. https://doi.org/10.54209/edumaniora.v3i02.59

Rajendran, T., Naaim, N., & Yunus, M. (2019). Pupils Motivation And Perceptions Towards Learning English Using Quizvaganza. International Journal of Scientific and Research Publications (IJSRP), 9, p8529. https://doi.org/10.29322/IJSRP.9.01.2019.p8529

Serin, H. (2018). A Comparison of Teacher-Centered and Student-Centered Approaches in Educational Settings. International Journal of Social Sciences & Educational Studies, 5(1), 164–167. https://doi.org/10.23918/ijsses.v5i1p164

Solikhah, N. A., & Galuhwardani, C. (2023). Students’ Perception and Motivation In Learning English Towards The Use of Quizizz For Efl Students. Jurnal Onoma: Pendidikan, Bahasa, Dan Sastra, 9(2), Article 2. https://doi.org/10.30605/onoma.v9i2.2995

Su, C.-H., & Cheng, C.-H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088

Taufik Hidayat, M. (2024). English Language Proficiency and Career Opportunities: Perceptions of Indonesian University Graduates. Language Value, 17(1). https://doi.org/10.6035/languagev.7933

Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227. https://doi.org/10.1016/j.compedu.2014.11.004

Yukselturk, E., & Bulut, S. (2009). Gender Differences in Self-Regulated Online Learning Environment. Educational Technology & Society, 12(3), 12–22.

Zhang, Z., & Crawford, J. (2024). EFL Learners’ Motivation in a Gamified Formative Assessment: The Case of Quizizz. Education and Information Technologies, 29(5), 6217–6239. https://doi.org/10.1007/s10639-023-12034-7

Downloads

Published

2025-06-26

How to Cite

Sholihah, L. I., & Miranty, D. (2025). Gamified Diagnostic Assessment Using Quizizz: Investigating Motivation and Perceptions of Indonesian ESL Students. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 12(1), 176–191. https://doi.org/10.33394/jo-elt.v12i1.15153

Issue

Section

Articles

Citation Check