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Quizizz

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Quizizz is a teaching and learning method based on technology, which can be used in schools and other educational institutions. Quizizz is a creativity software that can be used in class, group works, pre-test review, exams, unit test and impromptu tests and it allows multiplayer and teachers are online at the same time.[1]

Students can use Quizizz on any electronic devices with browse, like, laptops, iPads and smartphones. [2] Quizizz can be used as a 'check' machine that reveals how the students know about the knowledge and teachers can use Quizizz to assign students some homework. [3]

Overview of Educational Technology

There are many types of educational technology in the world, and many different branches. For example, E-learning, Web-based Learning, Digital Learning and so on, all of these methods are collectively as Distance learning.[4]

Classroom technology has become a necessary condition for conducting daily learning activities. Technological advances have made it possible to integrate into classroom activities, for example, to support group learning and refurbishment education. multidimensional education is a particular learning model where students can learn both in the classroom and at home. In class, time is spent on practice or one-on-one learning, when students back to home they can use other educational techniques, like Kahoots, Quizizz or any other Google Forms methods to Self-Diagnostics. The most important point is that use educational technology can improve and reform the way of students learn and benefit educators. [5]

Quizizz
File:WechatIMG18.jpg
The Quizizz app running on a smartphone
Available inMain language (English), optional language (Duetsch,Polish, etc.)[6]
OwnerQUIZIZZ Inc
WebsiteMain website: quizizz.com, Player login: quizizz.com/join
CommercialYes
Users10 million active users (September 2018)[7]
LaunchedFebruary 2015[8]

Description of Quizizz

A game that creates on Quizizz in a classroom

Quizizz is a same educatinoal technique with Kahoots, but it's still have some slightly differences with Kahoot!, Kahoot is only used for real-time formative evaluation, testing, questionnaires, and discussions in the classroom. Quizizz clearly lists two different application modes. One is to form a formative evaluation in real time in the classroom, and the other is to be arranged by the teacher to the student as an extracurricular assignment. [9]

A student who is major in Computer Science is using Quizizz to test himself

Simultaneously, Kahoot must use the whole class together, even if one of the classmates answers the question, then the student needs to wait for rest of the students answer the question then enter the next topic. But Quizizz is different, students wait differently and can follow their own schedule. [3] Another big difference between Quizizz and Kahoot is that Kahoot is a teacher-dominated guide that all the questions and answers only on teachers' devices, but Quizizz is more like student-dominated guide that students can know the questions and answers on their own devices. [3]

This application is quite simple to use for students, students can sign up by using their Google account, then they can start to use Quizizz. For teachers, they are using in a simple way as well, after sign up just click the 'create a quiz' at the top of the page, then start to create the questions that relate to students' courses.

The development of Quizizz

Quizizz was founded by Antik Gupta and Deepak Joy Cheenath in 2015, and it started to use in a school in Bengaluru, India.[10] Quizizz is a web 2.0 tool, it has built a learning stage for both pedagogies, learners and parents to help teachers and parents to check children's homework and exams and bring those tasks into a self-paced game. [11]

In August 2018, the CEO of Quizizz, Antik Gupta, held a conference. He stated that it has attained 10 million active users and they raised $3 million in founding, which is a such big milestone for those two founders of Quizizz.[10] They are using fundings to support new creations that can help learners overcome specific standard requirements that gave from states, schools, parents or Education Bureau. [12]

In 2018, in the United States, nearly half of schools have been using Quizizz, and 500 million questions have answered in each month in 2018. [12]

Current use of Quizizz

Quizizz can be used in any teaching and learning areas, a teacher uses Quizizz to link students' engagement of study in an accounting and business class in university,[13] or teacher uses this online education app or students who are in a Spanish Language course 2. [14]

In an accounting and business class, using Quizizz is a better way to keep students are listening and avoid some students distracted. [13]

In 2017 a high school in New Mexico, Los Alamos Public Schools, a physic teacher said, he will recommend Quizizz to every teachers and his students said this app will put their personality, interest and ability into study. [12]

A researcher from Rutgers University picked a group of students who are undergraduate and major in Mathematics. Mathematics is often viewed as a subject that use traditional method to teach in the past and now, but the researcher found that after those students learnt from Quizizz and test from it, teachers said it decrease theirs' pressure of teaching preparation and students felt more flexible and interesting than before just use traditional method.[15]

Impacts of using educational technologies

Advantages

Educational Technology can also be viewed as Gamification Technique, it is using the way of creating games into learning and teaching areas, so Kahoot, Socrative, iClicker and Quizizz both of them are examples of gamification technique. Educators are frequently use Quizizz in class to creating occasional test and it is increase students' participation.[16]

There is a research that how gamification technique can increase students' motivation and engagement in classroom. The Polytechnic Muadzam Shah Pahang in Malaysia, students who are in Database Design subject are divided into two groups, one is using Quizizz throughout the whole semester, another group just use it in some particular events. The final observation shows that those students who use Quizizz over the semester are more engaged and motivated than those who are not.[17]

At the same time, some students are take the initiative in reviewing the knowledge, because students want to be the best. They are aggressive and competitive, according to the research from Bina Nusantara University, researchers are only looking for the impacts in Computer science' students who are in undergraduate level. They definilty believe that educational technology, like Quizizz, which is a good way to keep students in motivated and students are able to increase their interest in learning and get better grades, but also there has some drawbacks of using Quizizz, which is students will become more individualism, they are not willing to help other students who are in trouble.[18] Another case that use Quizizz is in Sultan Idris Education University Malysia, an Arabic Class. For non-native speaker Arabic is quite hard to learn, researcher use this method to test around 90 students in three sections, educators by using Quizizz to test students' measurement of the knowledge and enhance their interests of the new language during the period. According to the survey, educators found students are more voluntary to answer questions, and pay more attention on the curriculum. [13][19]

Disadvantages

The drawbacks addressed in this part is Quizizz can distract students when they are using Quizizz in class, the second one is this kind of e-learning based technique is not design the knowledge individually. According to Deci and Ryan, there have three key points underlie the Self Determination Theory, which are Competence, Autonomy and Relatedness.[20]

Quizizz is not delivered knowledges and assessments individually, at this point, it is lack of consideration of personal needs and motivation. Also it is hard to use Quizizz to set up same complexity tasks for students. Pedagogies can use e-learning technique to decrease their working pressure, but for students they are in different levels of learning, they are hard to follow teachers' progress and make themselves feel more stress when they get low results than others.[21] Most of educational techniques can only impart interllectual knowledge content. In primary school, there has not too much indeep courses and knowledges that students need to learn, what's more is self-control or help students to cultivate interests in those course. For emotional aspects, such as emotion management, creativity training, etc., there are still examples of courses that need to be taught personally. And some courses such as art and crafts and sports is better to teach person in person than those rely on educational techniques.[22][23]

From recent educators' research, indeed, the learning materials are only available for those assessments which are already made by educators, even though the e-learning platform can increase the quality of education.[21][24] Educational psychologists state that Quizizz is a type of Motiple Choices Questionnares (MCQs) platform to test how students know about knowledges. [25]

As mentioned before, Quizizz is a application that students use on a digital device, when students use it in class, it might break their attentions and play with their phones when teacher is talking, if the high-tech method can be used in a well-developed environoment, students are extremely self-controlled that might have changes in the future.[21] At the same time, when students use Quizizz it is decrease the interaction between their peers or instructors, students are only focus on how many score did they get and lose the motivation on that course. The adequate competition can bring in some funs and learning motivation or intrinsic motivations for students, but excessive competition might harmful for students' mental development even learning interests. [26][27]

Quizizz is one of the technique methods that help learners to input knowledge, therefore it is unavoiable have some downsides of learners' mental health. In recent research, online learning can't communicate and communicate with teachers better. It lacks face-to-face practical skills. The content of online learning tends to be self-interested. It is partially lacking for interpersonal communication. Usually, classroom learning makes some involuntary. Under the influence of a good learning atmosphere, the students, especially the young people, are not only logical, but also mastered very quickly.[21] They do not have to delay too much time by their own learning. Moreover, there is a greater lack of interactivity, and it is impossible to achieve interactive and interactive learning among students, and the mastery will not be comprehensive. At the same time, online online learning will only lead to serious distractions and even inertia for friends with poor self-control, which is more different from classroom learning. [28] According to some surveys, among the age groups, the 12- to 30-year-olds have the highest Internet access rate, and are also most prone to depression and physical health. In fact, the negative impact of online learning on the mental health of young people has always been the focus of domestic and international scholars.[29] If adolescent students use Web 2.0 tool to understand and interact with others, they are prone to lack of emotional communication between people, which may lead to alienation, indifference and abnormal mentality. In the group of network dependence and internet addiction, the incidence of frequent eye discomfort after Internet access was significantly higher than that of the normal group. The incidence of wrist discomfort was significantly higher than that of the normal group, and the incidence of frequent lumbar discomfort was significantly higher than that of the normal group. Related studies have also found that Internet addiction is more harmful to children than other age groups, because children are still growing up and developing, and indulging in electronic products for a long time, damage to the brain will be irreparable. And, it is particularly detrimental to the development of early childhood intelligence.[30]

See also

Reference

  1. "What is Quizizz?". Help Center. Retrieved 2019-05-20.
  2. "Quizizz: Free quizzes for every student". quizizz.com. Retrieved 2019-05-09.
  3. 3.0 3.1 3.2 Reid, Stephen (6 August 2016). "Why Quizizz is better than Kahoot". Medium. Retrieved 9 May 2019.
  4. "Types Of Classroom Technologies". Modern Consumers. 2017-10-13. Retrieved 2019-05-30.
  5. "Advantages And Disadvantages Of eLearning". eLearning Industry. 2017-02-17. Retrieved 2019-05-30.
  6. "Quizizz vs Kahoots". EdTech Innovations. Retrieved 10 May 2019.
  7. Dean, Takahashi. "Quizizz raises $3 million and surpasses 10 million users". Venturebeat. Archived from the original on 9 May 2019. Retrieved 10 May 2019.
  8. Dean, Takahashi. "Quizizz raises $3 million and surpasses 10 million users". Venturebeat. Retrieved 10 May 2019.
  9. "Kahoot! vs. Quizizz: What's the Best Formative Assessment Tool for Your Classroom?". Common Sense Education. 2017-02-24. Retrieved 2019-05-09.
  10. 10.0 10.1 "Quizizz raises $3 million and surpasses 10 million users". VentureBeat. 2018-08-09. Archived from the original on 2019-05-09. Retrieved 2019-05-09.
  11. Bury, Beata. "Testing Goes Mobile – Web 2.0 Formative Assessment Tools" (PDF). International Conference. Retrieved 9 May 2019.
  12. 12.0 12.1 12.2 "Learning Platform Quizizz Raises $3M from Nexus Venture Partners – Nexus Venture Partners". Retrieved 2019-05-11.
  13. 13.0 13.1 13.2 Fang, Zhao (January 2019). "Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom" (PDF). International Journal of Higher Education. 8: 37–43 – via ERIC.
  14. Michelle, Stewart-McKoy (2016). ""Back in the Game": Using Gamification as an Engagement Tool with Spanish Language Learners at UTech, Jamaica" (PDF). Journal of Arts Science and Technology. 9: 124–144 – via Google Scholar.
  15. Kerrigan, John (2018). "Active Learning Strategies for the Mathematics Classroom". College Teaching. 66: 36–36.
  16. "5 Benefits of Gamification". Smithsonian Science Education Center. 2015-09-18. Retrieved 2019-05-10.
  17. Rafidah Ab., Rahman (2018). "The effectiveness of gamification technique for higher education students engagement in Polytechnic Muadzam Shah Pahang, Malaysia". International Journal of Educational Technology in Higher Education. 15: 1–16.
  18. Natalia, Limantara (February 2019). "The Elements of Gamification Learning in Higher Education: A systematic literature review". International Journal of Mechanical Engineering and Technology. 10: 982–991.
  19. Suo, Yan (March 2018). "Implementing Quizizz as Game Based Learning in the Arabic Classroom". European Journal of Social Sciences Education and Research. 12: 208–212.
  20. Deci, Edward L. (1985). Intrinsic motivation and self-determination in human behavior. New York: New York: Plenum. pp. 126–138. ISBN 0306420228. Search this book on
  21. 21.0 21.1 21.2 21.3 Dumford, Amber D.; Miller, Angie L. (2018-04-03). "Online learning in higher education: exploring advantages and disadvantages for engagement". Journal of Computing in Higher Education. 30 (3): 452–465. doi:10.1007/s12528-018-9179-z. ISSN 1042-1726.
  22. Ozer, Omer; Kılıç, Figen (2018-05-11). "The Effect of Mobile-Assisted Language Learning Environment on EFL Students' Academic Achievement, Cognitive Load and Acceptance of Mobile Learning Tools". Eurasia Journal of Mathematics, Science and Technology Education. 14 (7): 2915–2928. doi:10.29333/ejmste/90992. ISSN 1305-8215.
  23. An, Yunjo (2018-08-09). "The effects of an online professional development course on teachers' perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning". Educational Technology Research and Development. 66 (6): 1505–1527. doi:10.1007/s11423-018-9620-z. ISSN 1042-1629.
  24. Borysenko, O. A. (2018-11-25). "Improving reforms of higher economics education in Ukraine: foreign experience". Science and Education a New Dimension. VI(181) (75): 11–14. doi:10.31174/send-pp2018-181vi75-02. ISSN 2308-5258.
  25. Terras, Melody M. (May 2019). "Integrating games as a means to develop e-learning: Insights from a psychological perspective". British Journal of Educational Technology. 50: 1049–1059 – via Wiley Online Library Database Model.
  26. René, David, editor. Aubin, Corentin, editor. Mobile learning : students' perspectives, applications and challenges. ISBN 9781536128017. OCLC 1003256765.CS1 maint: Multiple names: authors list (link) CS1 maint: Extra text: authors list (link) Search this book on
  27. "The Classroom as a Game Space", The Gamification of Higher Education, Palgrave Macmillan, ISBN 9781137331465, retrieved 2019-05-30
  28. Perry, Yael; Petrie, Katherine; Buckley, Hannah; Cavanagh, Lindy; Clarke, Deborah; Winslade, Matthew; Hadzi-Pavlovic, Dusan; Manicavasagar, Vijaya; Christensen, Helen (October 2014). "Effects of a classroom-based educational resource on adolescent mental health literacy: A cluster randomised controlled trial". Journal of Adolescence. 37 (7): 1143–1151. doi:10.1016/j.adolescence.2014.08.001. ISSN 0140-1971.
  29. Cain, Jeff (2018-02-20). "It is Time to Confront Student Mental Health Issues Associated with Smartphones and Social Media". American Journal of Pharmaceutical Education: ajpe6862. doi:10.5688/ajpe6862. ISSN 0002-9459. PMC 6181159. PMID 30323396.
  30. "Peer Review #2 of "Effects of mental health interventions for students in higher education are sustainable over time: a systematic review and meta-analysis of randomized controlled trials (v0.1)"". 2018-04-02. doi:10.7287/peerj.4598v0.1/reviews/2.

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