The Effect of Quizizz on Students’ English Academic Achievement
Abstract
This study aims to examine the effect of Quizizz as a game-based learning platform on students’ English academic achievement and determine whether its use can improve students’ learning outcomes compared with conventional instruction. This quantitative study employed a quasi-experimental design involving 60 students, consisting of 30 students in the experimental group and 30 students in the control group. Data were collected through pre-test and post-test assessments and analysed using IBM SPSS Statistics. The results showed that the experimental group achieved a higher post-test mean score (M = 83.30, SD = 4.80) than the control group (M = 74.00, SD = 5.80). The independent-samples t-test revealed a statistically significant difference between the groups, t(58) = 4.72, p < .001. These findings indicate that Quizizz significantly improved students’ English academic achievement. The study suggests that Quizizz can serve as an interactive and engaging supplementary tool for English instruction
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