Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects
Keywords:
Gamified quizzes, Game studies in higher education, academic readiness assessmentAbstract
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
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