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...
| Main Authors: | , , |
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| Format: | Article |
| Language: | English English |
| Published: |
INTI International University
2023
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| 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 |
| _version_ | 1848766966801629184 |
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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 |
| first_indexed | 2025-11-14T11:57:41Z |
| format | Article |
| id | intimal-1839 |
| institution | INTI International University |
| institution_category | Local University |
| language | English English |
| last_indexed | 2025-11-14T11:59:33Z |
| publishDate | 2023 |
| publisher | INTI International University |
| recordtype | eprints |
| repository_type | Digital Repository |
| 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 |