{"title":"Kahoot !或Quizizz:学生的视角","authors":"Y. Basuki, Y. Hidayati","doi":"10.4108/EAI.27-4-2019.2285331","DOIUrl":null,"url":null,"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.","PeriodicalId":202366,"journal":{"name":"Proceedings of the Proceedings of the 3rd English Language and Literature International Conference, ELLiC, 27th April 2019, Semarang, Indonesia","volume":"136 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"75","resultStr":"{\"title\":\"Kahoot! or Quizizz: the Students’ Perspectives\",\"authors\":\"Y. Basuki, Y. Hidayati\",\"doi\":\"10.4108/EAI.27-4-2019.2285331\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":202366,\"journal\":{\"name\":\"Proceedings of the Proceedings of the 3rd English Language and Literature International Conference, ELLiC, 27th April 2019, Semarang, Indonesia\",\"volume\":\"136 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-07-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"75\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Proceedings of the 3rd English Language and Literature International Conference, ELLiC, 27th April 2019, Semarang, Indonesia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4108/EAI.27-4-2019.2285331\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Proceedings of the 3rd English Language and Literature International Conference, ELLiC, 27th April 2019, Semarang, Indonesia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4108/EAI.27-4-2019.2285331","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.