Assessing the Effectiveness of Online Quizizz in Enhancing University Students’ Vocabulary Mastery

Authors

  • Ratu Firna Author
  • Ilham Author
  • Humairah Author
  • Ilham Author

DOI:

https://doi.org/10.30998/z9wa8w35

Keywords:

Quizizz, Vocabulary Mastery, Interactive Learning

Abstract

This study aims to assess the effectiveness of using Quizizz in improving students' vocabulary acquisition. Various studies have shown that this interactive platform can significantly improve students' vocabulary. In this study, the average pre-test score of students was recorded at 30.71, while after using Quizizz, the score increased to 68.06, which shows the effectiveness of this platform. In addition, another study showed a 24.34% increase in vocabulary acquisition, with a significant difference between pre-test and post-test scores. Repeated use of Quizizz was also demonstrated to progressively improve students' scores, as seen in a classroom action study, with a score increase from 55.31 in the pre-test to 91.87 in the second cycle post-test. In addition to vocabulary acquisition, Quizizz also managed to increase students' enthusiasm and engagement in the learning process, which positively impacted their learning experience. This study also shows that collaborative activities combined with Quizizz can further strengthen vocabulary acquisition. Overall, using Quizizz proved effective in improving vocabulary acquisition, strengthening learning motivation, and creating a fun learning atmosphere. The platform also allows lecturers to provide quick assessment and feedback and monitor student progress through its analytics feature. Therefore, quizzes are an effective tool for supporting vocabulary learning at the university level.

Downloads

Download data is not yet available.

References

Abdullah Al-Malki, M. (2020). Quizlet: An Online Application to Enhance EFL Foundation Students’ Vocabulary Acquisition at Rustaq College of Education, Oman. Arab World English Journal, 6. https://doi.org/10.24093/awej/call6.22

Aini, J. N., & Ma’rifah, U. (2021). Virtual implementation of mobile-game based learning: Enhancing students ’ vocabulary mastery and self-motivation. ELT WORLDWIDE: Journal of English Language Teaching, 8(2).

Barbetta, P. M. (2023). Technologies as Tools to Increase Active Learning During Online Higher-Education Instruction. Journal of Educational Technology Systems, 51(3). https://doi.org/10.1177/00472395221143969

Brahmana, A. A. A. (2022). The Implementation of Quizizz in Vocabulary Learning Activities : EFL Students ’ Perception and Motivation. RETAIN (Research on English Language Teaching in Indonesia), 10(01).

Cigdem, H., Korkusuz, M. E., & Karaçaltı, C. (2024). Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course. Computer Applications in Engineering Education, 32(2). https://doi.org/10.1002/cae.22697

Dumford, A. D., & Miller, A. L. (2018). Online learning in higher education: exploring advantages and disadvantages for engagement. Journal of Computing in Higher Education, 30(3). https://doi.org/10.1007/s12528-018-9179-z

Fithriani, R. (2021). The utilization of mobile-assisted gamification for vocabulary learning: Its efficacy and perceived benefits. CALL-EJ, 22(3).

Gaylard Baleni, Z. (2015). Online formative assessment in higher education: Its pros and cons. Electronic Journal of E-Learning, 13(4).

Gimaletdinova, G., & Khalitova, L. (2016). Self-paced learning: Lnvestigating an online Tatar language course. XLinguae, 9(3). https://doi.org/10.18355/XL.2016.09.81-92

Grant, P., & Basye, D. (2014). Personalized learning. A Guide for Engaging Students with Technology. Journal of Reading, 31(1).

Graves, M. F. (2016). The vocabulary book learning and instruction. In Hawker Brownlow Education.

Ha, X. Van, & Nguyen, L. T. (2021). Targets and Sources of Oral Corrective Feedback in English as a Foreign Language Classrooms: Are Students’ and Teachers’ Beliefs Aligned? Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.697160

Hao, Y., Lee, K. S., Chen, S. T., & Sim, S. C. (2019). An evaluative study of a mobile application for middle school students struggling with English vocabulary learning. Computers in Human Behavior, 95. https://doi.org/10.1016/j.chb.2018.10.013

Hurtado, P., & Díaz, C. (2021). the effectiveness of quizizz when working with descriptive adjective. European Journal of Education Studies, 8(2). https://doi.org/10.46827/ejes.v8i2.3624

Krisbiantoro, B. (2021). The Effectiveness of Gamification To Improve Students’ Tenses Mastery. Proceedings International Conference on Education of Suryakancana.

Levine, D., Pace, A., Luo, R., Hirsh-Pasek, K., Michnick Golinkoff, R., de Villiers, J., Iglesias, A., & Sweig Wilson, M. (2020). Evaluating socioeconomic gaps in preschoolers’ vocabulary, syntax and language process skills with the Quick Interactive Language Screener (QUILS). Early Childhood Research Quarterly, 50. https://doi.org/10.1016/j.ecresq.2018.11.006

Lohitharajah, J., & Youhasan, P. (2022). Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students’ perceptions. Journal of Advances in Medical Education and Professionalism, 10(3). https://doi.org/10.30476/jamp.2022.93731.1548

Mahalingam, M., & Fasella, E. (2017). Effective use of technology for asynchronous learning to elevate students’ knowledge and problem-solving ability. In Unplugging the Classroom: Teaching with Technologies to Promote Students’ Lifelong Learning. https://doi.org/10.1016/B978-0-08-102035-7.00011-4

Manipatruni, V. R., Kumar, N. S., Karim, M. R., & Banu, S. (2023). Improving English Vocabulary Through Quizizz in Practice Tests for Gamification and Google Forms with AutoProctor in Assessment tests for the Preclusion of Malpractice. International Journal of Interactive Mobile Technologies, 17(13). https://doi.org/10.3991/ijim.v17i13.39445

Mekterovic, I., Brkic, L., Milasinovic, B., & Baranovic, M. (2020). Building a comprehensive automated programming assessment system. IEEE Access, 8. https://doi.org/10.1109/ACCESS.2020.2990980

MOHAMAD, A. M. (2020). student as teacher alternative revision methode via quizizz app. jurnal pengajian umum asia tenggara (sea journal of general studies). MALIM: JURNAL PENGAJIAN UMUM ASIA TENGGARA (SEA JOURNAL OF GENERAL STUDIES), 21(1). https://doi.org/10.17576/malim-2020-2101-12

Nordin, S. S. (2023). The Impact of Implementing Quizizz on Developing Vocabulary Skills in Language Learning Among Malaysian Secondary School Students in Rural Areas. International Journal on E-Learning Practices (IJELP), 6(1). https://doi.org/10.51200/ijelp.v6i1.4610

Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers and Education, 135. https://doi.org/10.1016/j.compedu.2019.02.015

Pavita, M. D. A., & Nirmala, D. N. (2021). merdeka belajar in pandemik using quizizz game based learning to improve students’ vocabulary mastery. Language Literacy: Journal of Linguistics, Literature, and Language Teaching, 5(1). https://doi.org/10.30743/ll.v5i1.3842

Pesántez-Sigüenza, A. C., & Naranjo-Andrade, S. S. (2023). Effects of using quizizz and wordwall to acquire vocabulary as a foreign language in second-grade students. Revista Metropolitana de Ciencias Aplicadas, 6(Suplemento 1). https://doi.org/10.62452/1y8p2k63

Pusparani, A. D. (2021). quizizz platfrom as the realization of asynchronous learning to improve students’ v. ELT Echo : The Journal of English Language Teaching in Foreign Language Context, 6(2). https://doi.org/10.24235/eltecho.v6i2.9312

Ramesh, D., & Sanampudi, S. K. (2022). An automated essay scoring systems: a systematic literature review. Artificial Intelligence Review, 55(3). https://doi.org/10.1007/s10462-021-10068-2

Rose, R. L. (2020). Improving the production efficiency and well-formedness of automatically-generated multiple-choice cloze vocabulary questions. LREC 2020 - 12th International Conference on Language Resources and Evaluation, Conference Proceedings.

Salmela, R., Lehtonen, M., Garusi, S., & Bertram, R. (2021). Lexize: A test to quickly assess vocabulary knowledge in Finnish. Scandinavian Journal of Psychology, 62(6). https://doi.org/10.1111/sjop.12768

Salsabillah, A., Mauludiyah, L., & Firdaus, M. (2023). Student Motivation in Completing Arabic Assignments Using Computer and Paper-Based Assessment Methods: Comparative Study. Al-Ta’rib : Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab IAIN Palangka Raya, 11(2). https://doi.org/10.23971/altarib.v11i2.6044

Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers and Education, 144. https://doi.org/10.1016/j.compedu.2019.103666

Suk, N. (2017). The Effects of Extensive Reading on Reading Comprehension, Reading Rate, and Vocabulary Acquisition. Reading Research Quarterly, 52(1). https://doi.org/10.1002/rrq.152

Thiagarajah, K., Ng, M. M., Benjamin Jeyaraja, S. S., Gunasehgaran, V., & Maniam, M. (2022). Effectiveness of Gamification Tool in Teaching Vocabulary. International Journal of Academic Research in Business and Social Sciences, 12(9). https://doi.org/10.6007/ijarbss/v12-i9/14604

Uchihara, T., Webb, S., & Yanagisawa, A. (2019). The Effects of Repetition on Incidental Vocabulary Learning: A Meta-Analysis of Correlational Studies. Language Learning, 69(3). https://doi.org/10.1111/lang.12343

Vu, T. T., & Bui, D. B. H. (2023). Combination of photos, definitions, and fill-in-the-blank tasks in Quizlet: a concern about learning academic vocabulary in online listening classes. Journal on English as a Foreign Language, 13(1). https://doi.org/10.23971/jefl.v13i1.5239

Wang, Y., Tang, S., Ma, R., Zamit, I., Wei, Y., & Pan, Y. (2022). Multi-modal intermediate integrative methods in neuropsychiatric disorders: A review. In Computational and Structural Biotechnology Journal (Vol. 20). https://doi.org/10.1016/j.csbj.2022.11.008

Yang, C., Luo, L., Vadillo, M. A., Yu, R., & Shanks, D. R. (2021). Testing (Quizzing) Boosts Classroom Learning: A Systematic and Meta-Analytic Review. Psychological Bulletin, 147(4). https://doi.org/10.1037/bul0000309

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers and Education, 145. https://doi.org/10.1016/j.compedu.2019.103729

Downloads

Published

2025-09-30

How to Cite

Firna, R., Ilham, Humairah, & Ilham. (2025). Assessing the Effectiveness of Online Quizizz in Enhancing University Students’ Vocabulary Mastery. Scope : Journal of English Language Teaching, 10(1), 69-79. https://doi.org/10.30998/z9wa8w35