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...

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Main Authors: Cheng, Kin Meng, Bong, Mei Fern, Lim, Zi Jie
Format: Article
Language:English
English
Published: INTI International University 2023
Subjects:
Online Access:http://eprints.intimal.edu.my/1839/
http://eprints.intimal.edu.my/1839/1/ij2023_68r.pdf
http://eprints.intimal.edu.my/1839/2/133
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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
building INTI Institutional Repository
collection Online Access
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
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language English
English
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spelling intimal-18392025-07-24T09:10:54Z 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_68r.pdf text en cc_by_4 http://eprints.intimal.edu.my/1839/2/133 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
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
title 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_short 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
topic L Education (General)
Q Science (General)
QA76 Computer software
url http://eprints.intimal.edu.my/1839/
http://eprints.intimal.edu.my/1839/
http://eprints.intimal.edu.my/1839/1/ij2023_68r.pdf
http://eprints.intimal.edu.my/1839/2/133