Quizizz and Gamification

Quizizz and Gamification

Assessment

Flashcard

Education

University

Hard

Created by

Herminus Pabur

Used 1+ times

FREE Resource

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19 questions

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1.

FLASHCARD QUESTION

Front

What is the main focus of the research article by Pitoyo, Sumardi, and Asib (2019)?

Back

The main focus is on gamification-based assessment as a method to reduce test anxiety through game elements in the Quizizz platform.

2.

FLASHCARD QUESTION

Front

What is test anxiety?

Back

Test anxiety is an emotional state characterized by fear and worry about failing an exam, which can negatively impact performance.

3.

FLASHCARD QUESTION

Front

What were the methods used to collect data in the study?

Back

The methods included observation, interviews, and questionnaires.

4.

FLASHCARD QUESTION

Front

How many students participated in the study?

Back

14 students participated in the study.

5.

FLASHCARD QUESTION

Front

What was the mean score of students' test anxiety in the study?

Back

The mean score was 3.05, categorized as moderately high test anxiety.

6.

FLASHCARD QUESTION

Front

What are some symptoms of test anxiety identified in the study?

Back

Symptoms include losing focus, concentration issues, and worrying about failing the test.

7.

FLASHCARD QUESTION

Front

What is gamification in the context of education?

Back

Gamification refers to the use of game design elements in non-game contexts to enhance engagement and motivation in educational settings.

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