Kahoot! or Quizizz: the Students’ Perspectives

Y. Basuki, Y. Hidayati
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引用次数: 75

Abstract

Kahoot! and Quizizz are e-learning web-apps commonly used in conducting online quizzes. This research was aimed at: (1) knowing the students' perceptions of Kahoot! and Quizizz's efficacy in a daily online quiz, (2) figuring out the students' choices and (3) finding out their reasons. The research design was qualitative research concerning phenomenological studies with a sample of 250 students of English Education Department of STKIP PGRI Trenggalek. It used a close-ended questionnaire to collect the data of the students' perceptions. Data analysis of the questionnaires was analyzed quantitatively by implementing the Likert scale. Research findings of the first questionnaire toward Kahoot! and Quizizz's efficacy gained supportive responses with a total score of 15.484. The second questionnaire toward the students' choices and their reasons resulted in the total score 15.002 (Quizizz) and 12.248 (Kahoot!). In conclusion, Quizziz was more effective to foster students' enthusiasm for learning and better than Kahoot! for some reasons.
Kahoot !或Quizizz:学生的视角
Kahoot !和Quizizz都是电子学习网络应用程序,通常用于进行在线测验。本研究旨在:(1)了解学生对Kahoot!以及Quizizz在每日在线测验中的功效,(2)找出学生的选择(3)找出他们的原因。本研究设计为现象学研究的质性研究,样本为崇加勒学院英语教育系250名学生。它使用封闭式问卷来收集学生感知的数据。问卷数据分析采用李克特量表进行定量分析。Kahoot!第一份问卷的研究结果Quizizz疗效获得支持性反应,总分15.484分。第二份问卷针对学生的选择和原因,总分15.002分(Quizizz)和12.248分(Kahoot!)综上所述,Quizziz在培养学生学习热情方面比Kahoot!出于某些原因。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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