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1

Azman Zakaria, Ikhsanudin Ikhsanudin, Eka Fajar Rahmani, Luwandi Suhartono, and Sumarni Sumarni. "THE EFFECT OF QUIZLET LIVE MODE ON STUDENTS’ VOCABULARY MASTERY IN PROCEDURE TEXT." Celtic : A Journal of Culture, English Language Teaching, Literature and Linguistics 9, no. 2 (2022): 274–89. http://dx.doi.org/10.22219/celtic.v9i2.22657.

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This study aimed to investigate whether using Quizlet Live mode in Quizlet Application for ninth-grade students of SMPN 4 SAMBAS affected the students’ vocabulary mastery in procedure text. This study followed pre-experimental study using a pre-test and post-test with a single group design. The sample was IX C class students, consisting of 28 students that were taken through random cluster sampling. The analysis was carried out using both the pre- and post-test data, which were then analyzed using the t-test and effect size formulas. The finding showed that the t-test result was 16,36 and the
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Permatasari, Hani Arum, Aulin Nurulia, Cantika Putri, Dedeh Rohayati, and Lilis Tugiawati. "Enhancing EFL Learners’ Vocabulary Mastery through Quizlet: A Classroom Action Research Study." AJARCDE (Asian Journal of Applied Research for Community Development and Empowerment) 9, no. 2 (2025): 47–52. https://doi.org/10.29165/ajarcde.v9i2.649.

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Vocabulary is crucial to language mastery, as it supports developing listening, speaking, reading, and writing skills. However, many students struggle to expand their vocabulary due to limited exposure to authentic language input and ineffective learning strategies. This study is focused on using the digital application Quizlet to enhance students' English vocabulary acquisition through Classroom Action Research (CAR). Quizlet, which incorporates learning strategies such as spaced repetition and retrieval practice, effectively supports vocabulary acquisition and increases learning motivation.
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Gatanagayan, Thibbah, and Fadzilah Bte Amzah. "Modul Kadimel: Reka Bentuk Pembangunan Modul Pembelajaran Kosa Kata Yang Lebif Afdal." Malaysian Journal of Social Sciences and Humanities (MJSSH) 6, no. 12 (2021): 109–24. http://dx.doi.org/10.47405/mjssh.v6i12.1184.

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Kajian awal membuktikan majoriti pelajar khususnya pelajar kolej vokasional tidak dapat membina ayat yang gramatis berdasarkan kosa kata yang sesuai selain menghadapi isu motivasi yang rendah dan bahan pembelajaran yang terhad bagi subjek Bahasa Melayu. Hal ini secara langsung akan mengganggu proses pembelajaran pelajar untuk menguasai kosa kata Bahasa Melayu dengan baik. Sehubungan itu, kajian ini bertujuan untuk membina sebuah modul yang berkesan dan interaktif bagi mengatasi masalah ketidakupayaan pelajar untuk mahir dalam kosa kata Bahasa Melayu dengan menerapkan elemen-elemen pembelajaran
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Rudolf, Elena. "WITH GAMIFICATION TO COLLABORATIVE LEARNING IN CHEMISTRY LESSONS." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 19, no. 2 (2022): 82–96. http://dx.doi.org/10.48127/gu-nse/22.19.82.

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Gamification with the use of ICT and with the support of the teacher represents an intense, effective, and creative way of learning. By using it in lessons, it is possible to develop collaborative learning, activate student's prior knowledge and contribute to a better understanding and permanence of knowledge. Cooperative learning gives students the opportunity to explore the learning content more deeply during class and evolve critical thinking, while at the same time having a positive effect on the class climate and the building of close mutual relationships. With both didactic approaches it
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Abdulrahman, Almosa. "Insights Into How Digital Tools and Platforms Facilitate Foreign Language Learning and Reflections on Ethical Issues." Journal of Language Teaching and Research 16, no. 2 (2025): 415–24. https://doi.org/10.17507/jltr.1602.07.

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This article investigates the latest language teaching and learning digital platforms, particularly concerning the impact of emerging instructional technologies and digitalized communication on foreign language learning. Computer systems, tablets, and smartphones are all considered as they relate to the effects of rapidly developing technological innovations. The study also shows interest in the ethical concerns of using digital tools and platforms. The data was gathered employing a questionnaire that modelled the effect of instructors on students' independent and self-guided use of technology
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Nikulina, Ekaterina G., Ekaterina K. Starkova, Vera G. Ryabchikova, and Nataliy A. Sergeeva. "The formation of foreign language competence of future teachers when working with flash cards." RUDN Journal of Informatization in Education 20, no. 4 (2023): 410–22. http://dx.doi.org/10.22363/2312-8631-2023-20-4-410-422.

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Problem statement . The modernization of higher education is a good ground for the use of electronic resources in ensuring accessibility, continuity and quality of teaching foreign languages. The use of interactive tools (simulators, flash cards, virtual whiteboards) meets the requirements to educational training programs for students of pedagogical directions and the challenges of modern society. A flash card is a card with a word, a concept, an image on one side and a translation on the other. The study aimed at substantiating the effectiveness of the use of flash cards for the formation of
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Rubleva, Olga S., Galina V. Porchesku, Larisa E. Babushkina, and Natalia I. Eremkina. "Formation of the foreign language competence of future physical education teachers when working with digital didactic flash cards." Perspectives of Science and Education 67, no. 1 (2024): 171–87. http://dx.doi.org/10.32744/pse.2024.1.9.

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The problem and the aim of the study. Modernization of higher education opens up new prospects for the use of electronic resources in ensuring the quality of foreign language education. The use of interactive tools (simulators, flash cards, virtual boards) meets the requirements for training programs of physical education teachers and the challenges of the international sports movement. The purpose of the work is to study the possibilities of using digital flash cards in training future physical education teachers to develop their foreign language communicative competence. Research methods. Th
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Liu, Yu-Jiao, Ying-Ge Zhou, Qi-Long Li, and Xin-Dong Ye. "Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning." Sustainability 14, no. 11 (2022): 6626. http://dx.doi.org/10.3390/su14116626.

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At a time when game-based learning has become a research hotspot, this study focused on the competition mechanism in gamified learning, aiming to explore the impact of different competition modes on students’ vocabulary learning effect and learning motivation. A group of 79 sixth grade students from China were randomly assigned to a non-competitive class, an individual competition class, and an inter-group competition class. The experiment was conducted in an English vocabulary course, and the game competition was carried out using the Quizlet Live game platform. The results indicated that: (1
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Dabrowski, Adam, and Ayako Yokogawa. "A comparison of flow state markers experienced across AR, game-based, and analog deliberate vocabulary study activities." Vocabulary Learning and Instruction 14, no. 1 (2025): 2161. https://doi.org/10.29140/vli.v14n1.2161.

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Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b) opportunities for intense concentration, (c) clear task goals, (d) feedback that one is succeeding at the task, (e) a sense of control, (f) a lack of self-consciousness, and (g) the perception that time passes more quickly (Egbert, 2003). The Japanese Flow Sta
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N, Gostishcheva, Kharchenko T, and Nadolska Y. "FORMATION OF UNIVERSITY STUDENTS’ FOREIGN LANGUAGE GRAMMATICAL COMPETENCE WITH THE HELP OF QUIZLET ON-LINE SERVICE." Scientific Bulletin Melitopol State Pedagogica 1, no. 30 (2023): 64–72. http://dx.doi.org/10.33842/22195203-2023-30-64-72.

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Wulandari, Mega Fitri, and Bakri Irfiani. "Enhancing Business Management Students' English Vocabulary through Quizlet: Exploring Classroom Action Research." JET (Journal of English Teaching) 9, no. 3 (2023): 350–60. http://dx.doi.org/10.33541/jet.v9i3.5157.

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The study aims to investigate the effectiveness of MALL application using in the classroom. One of Mobile Assisted Language Learning (MALL) application used is Quizlet. The study employs a Classroom Action Research approach to assess the impact of Quizlet on third semester of Business Management students' vocabulary mastery. The data collection techniques in this research are observation and test. The result of this research show that MALL/ Quizlet contribute to a substantial improvement in vocabulary test scores and leading students to enhance their vocabulary proficiency. The use of technolo
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Tiang-uan, Arnantawut. "Effect of Using Quizlet on Thai Students’ English Collocation Learning Achievement and Retention: A Study of a University in Thailand." International Journal of Education and Literacy Studies 11, no. 4 (2023): 24–30. http://dx.doi.org/10.7575/aiac.ijels.v.11n.4p.24.

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This study examined the impact of Quizlet, a digital learning tool, on the English collocation learning achievement and knowledge retention of Thai first-year students, focusing on the usage of ‘do’, ‘make’ and ‘take’. It also explored students’ attitudes towards using Quizlet. The participants were 76 first-year students from a private university in Bangkok, Thailand. The research was carried out during the first semester of the 2022 academic year using an achievement test and a questionnaire to gauge the learning differences and attitudes towards Quizlet. The statistical analysis included fr
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Nguyen Thi Kim Ngoc. "The Impact of Quizlet on Vocabulary Achievement among Non-English Major Students at Dong Nai Technology University." International Journal of English Language Studies 6, no. 2 (2024): 57–61. http://dx.doi.org/10.32996/ijels.2024.6.2.8.

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This research aims to investigate the impact of Quizlet, a digital learning tool, on vocabulary achievement among non-English major students at Dong Nai Technology University. Vocabulary acquisition is a crucial aspect of language learning, particularly for non-English major students who often face challenges in mastering vocabulary. Quizlet, an online platform offering various interactive learning activities, has gained popularity as a supplementary tool in language learning contexts. This research aims to explore the effectiveness of Quizlet in enhancing vocabulary acquisition among non-Engl
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К.А., Хворостова, Костеева Д.Ю., Быстров Н.А. та Красин А.А. "ИСПОЛЬЗОВАНИЕ САЙТА И ПРИЛОЖЕНИЯ QUIZLET В ОБУЧЕНИИ ТЕХНИЧЕСКОМУ АНГЛИЙСКОМУ СТУДЕНТОВ РТУ МИРЭА". Человеческий капитал 1, № 5(161) (2022): 149–55. http://dx.doi.org/10.25629/hc.2022.05.17.

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Использование цифровых технологий стало неотъемлемой частью образовательного процесса. Среди множества ресурсов, доступных преподавателям и студентам, наиболее популярным считается платформа Quizlet. Настоящая статья посвящена исследованию эффективности данной платформы в обучении студентов РТУ МИРЭА (г. Москва) техническому английскому языку. Проанализировав ряд отечественных и зарубежных работ, мы убедились в том, что Quizlet и другие приложения, работающие по схожему принципу, продемонстрировали высокую эффективность по всему миру. Взяв за основу учебник Шевцовой Г. В. «Английский язык для
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Do Thi Thanh, Trinh. "Using LMS in Blended Learning to Enhance Students’ English Grammar:." International Journal of Language Studies (ISSN : 3078 - 2244) 1, no. 1 (2024): 59–64. http://dx.doi.org/10.60087/ijls.v1.n1.005.

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This study investigates the impact of Information and Communication Technology (ICT) tools on improving English vocabulary skills for sixth graders, focusing on the "Hello" unit from the "Right On 6" curriculum. In today's digital age, technology-enhanced learning has become increasingly important, and this research explores the intersection of technology and education. The primary aim is to evaluate how ICT tools, such as interactive software, educational apps, and online quizzes, contribute to vocabulary development, student engagement, and retention rates. The study incorporates a mixed-met
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Nguyen, Thi Thuy My. "Enhancing English Vocabulary for Sixth Graders: Assessing the Impact of ICT Tools in “Hello” Unit from ‘Right On 6’ Curriculum." International Journal of Language Studies (ISSN : 3078 - 2244) 1, no. 1 (2024): 48–58. http://dx.doi.org/10.60087/ijls.v1.n1.004.

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This study investigates the impact of Information and Communication Technology (ICT) tools on improving English vocabulary skills for sixth graders, focusing on the "Hello" unit from the "Right On 6" curriculum. In today's digital age, technology-enhanced learning has become increasingly important, and this research explores the intersection of technology and education. The primary aim is to evaluate how ICT tools, such as interactive software, educational apps, and online quizzes, contribute to vocabulary development, student engagement, and retention rates. The study incorporates a mixed-met
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Ngoc Hoai, Nguyen, Le Thuy Trang, Hoang Thi Thanh Truc, and Ngo Thi Bich Ngoc. "USING QUIZLET APP IN TEACHING TO ENHANCE VOCABULARY RETENTION FOR NON-ENGLISH MAJORS." International Journal of Education Humanities and Social Science 07, no. 03 (2024): 157–65. http://dx.doi.org/10.54922/ijehss.2024.0703.

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Quizlet is a free tool designed to help learners enhance their vocabulary and understanding of concepts. The app had review modes to learn vocabulary like using flashcards and tests to make learning more enjoyable and effective, allowing users to retain vocabulary for longer. The participants of the study were 20 first-year students. Pre- and post-tests, as well as pre-and postquestionnaires, were used to collect data for the analysis. Research paper on using the Quizlet app to enhance English vocabulary learning retention of non-English majors. Through this study, it can be seen that using Qu
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Bayaksud, Najwa, Putu Dian Danayanti Degeng, and Khairil Azwar Razali. "The Use of Quizlet for Vocabulary Learning: A Lesson from Innovative Application." Journal of Language and Literature Studies 4, no. 1 (2024): 244–55. http://dx.doi.org/10.36312/jolls.v4i1.1823.

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As an essential element for effective communication, vocabulary knowledge plays a crucial role in language acquisition. With the increased importance of vocabulary learning, there is a new revolution called MALL (Mobile-Assisted Language learning). Several studies have looked into the possible advantages of Quizlet. However, they are mostly concentrated on the utilization of material that is already available and its consequences on the students’ motivation and receptive vocabulary acquisition. Comparatively, little research has been done on discussing the students’ perception in the use of th
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Morawo, Adeolu, Chichun Sun, and Max Lowden. "Enhancing engagement during live virtual learning using interactive quizzes." Medical Education 54, no. 12 (2020): 1188. http://dx.doi.org/10.1111/medu.14253.

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Woit, Denise, and Dave Mason. "Enhancing student learning through on-line quizzes." ACM SIGCSE Bulletin 32, no. 1 (2000): 367–71. http://dx.doi.org/10.1145/331795.331887.

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Aswita, Mila, and Meristika Moetia. "The Relationship Between the Use of Digital Flashcards on Quizlet and English Vocabulary Mastery in Elementary School Students." International Journal of Language Teaching and Education 9, no. 1 (2025): 85–94. https://doi.org/10.22437/ijolte.v9i1.45018.

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This research investigates the correlation between the utilization of digital flashcards on the Quizlet platform and the Mastery of English vocabulary among elementary school students. The study focused on thirty-fifth-grade students enrolled at Elementary School 6 in Aceh Barat Daya, selected through purposive sampling to ensure relevance to the research objectives. To gather the required data, researchers employed two instruments: a vocabulary test designed to assess students' Mastery of English vocabulary, and a questionnaire developed to measure the extent of Quizlet usage among participan
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Nguyen, Thanh Thuy, Dinh Tri Nguyen, Dang Le Quoc Khanh Nguyen, Huy Hoang Mai, and Thi Thanh Xuan Le. "Quizlet as a Tool for Enhancing Autonomous Learning of English Vocabulary." AsiaCALL Online Journal 13, no. 1 (2021): 150–65. http://dx.doi.org/10.54855/acoj221319.

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L2 vocabulary learning seems to be one of the biggest challenges for many language major students as lexical knowledge involves productive understanding of its many components, including the form, meaning, and application of the terms (Nation, 2001). It is, therefore, necessary to find appropriate language education tactics and instruments for the successful and efficient acquisition of this aspect of the L2. Among advancements in the field of educational technology, Quizlet was invented with the hope that learners could effectively acquire L2 vocabulary in the absence of the teacher. In this
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Al Falah Muhammad, Fawwaz, Noviatul Rochmah, and Candra Hadi Asmara. "Implementing Quizlet for Improving EFL Students’ Vocabulary Learning Within Flipped Classroom." Journal of English Teaching, Literature, and Applied Linguistics 8, no. 1 (2024): 17. http://dx.doi.org/10.30587/jetlal.v8i1.7091.

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This English language learning initiative, focused on acquiring new vocabulary, implemented a Flipped Classroom approach utilizing Quizlet as a Mobile-Assisted Language Learning (MALL) program for the experimental group. The research took place at SMA Muhammadiyah 1 Gresik, East Java, Indonesia, during the 2023/2024 academic year. The homogeneity of the 59 samples was verified through Levene's test, with a significance value of 0.060 based on average pre-test scores, indicating homogeneity as the significance level was >0.05. Subsequently, pre-test and post-test data were collected from 12t
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Akhtamova, Zarina, and S.U Rasulova. "METHODS OF LEARNING PHRASAL VERBS FOR CHILDREN." JOURNAL OF INNOVATIONS IN SCIENTIFIC AND EDUCATIONAL RESEARCH 6, no. 4 (2023): 466–68. https://doi.org/10.5281/zenodo.7883076.

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<em>The paper explores the use of technology in teaching phrases to children. It discusses various tools and resources such as games, apps, online tools, and digital resources that can be used to teach phrases in an interactive and engaging way. The paper suggests that technology can enhance children&#39;s learning experience by providing additional resources and opportunities to practice using phrases. The paper highlights some popular games and apps that can be used to teach phrases, such as Kahoot, Quizlet, Duolingo, and Memrise. Additionally, the paper mentions online tools like Quizlet an
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Badia Valiente, José David, Françoise Olmo Cazevieille, and José Manuel Navarro Jover. "On-line quizzes to evaluate comprehension and integration skills." Journal of Technology and Science Education 6, no. 2 (2016): 75. http://dx.doi.org/10.3926/jotse.189.

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This work demonstrates the use of a 2.0 tool, namely, Socrative, to evaluate one of the cross-curricular competences indicated by the Universitat Politècnica de València, specifically, comprehension and integration. It has been applied to the courses in different areas: sciences, engineering and languages.As part of its implementation, activities were proposed that could be done at the beginning, during or at the end of the class to, on the one hand, help students acquire the knowledge associated with the course(s), and on the other, gather evidence that demonstrates acquisition of said compet
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Jo, Eunjin, Minhye Lee, and Woogul Lee. "Influence of Early Adolescents’ Mastery Goals on Inter- and Intra-Individual Relationships Between Metacognitive Monitoring and Academic Outcomes." Journal of Early Adolescence 41, no. 8 (2021): 1203–27. http://dx.doi.org/10.1177/0272431621989815.

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We aimed to investigate the inter- and intra-individual relationships between early adolescents’ achievement goals, metacognitive monitoring, and academic outcomes. Korean sixth graders responded to achievement goal questionnaires, solved four quizzes, monitored their own confidence in these four quizzes, and took a final exam. Given the nested data structure, we conducted multi-level path modeling, which can distinguish between inter- and intra-individual effects in a single model. We found significant between-person indirect effects of mastery goals on the final exam score via individual’s a
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Vaught, David R. "On-line Quizzes: Putting Technology to Work to Aid Student Performance." SCHOLE: A Journal of Leisure Studies and Recreation Education 20, no. 1 (2005): 19–28. http://dx.doi.org/10.1080/1937156x.2005.11949547.

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Seitkhan, Z. "THE POTENTIAL OF GAME TECHNOLOGIES FOR THE FORMATION OF COMMUNICATIVEPRAGMATIC COMPETENCE IN MIDDLE SCHOOL STUDENTS." POLISH JOURNAL OF SCIENCE, no. 86 (May 23, 2025): 75–77. https://doi.org/10.5281/zenodo.15494338.

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The integration of technology in education has catalyzed the rise of game-based learning (GBL) as an innovative pedagogical approach, particularly in language instruction. This study explores the effectiveness of GBL in enhancing English language skills and student motivation among 8th-grade learners in Kazakhstan, a context where such methods remain underutilized. Grounded in both theoretical research and practical application, the study investigates how GBL supports the development of vocabulary, grammar, speaking, and reading comprehension, while also fostering higher engagement and communi
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Ahmadi Julaihi, Azlina. "The Comparing the Impact of Asynchronous Online Quizzes on Student Learning Outcomes in a Computer Communication and Networking Course." Journal of Cognitive Sciences and Human Development 9, no. 1 (2023): 125–39. http://dx.doi.org/10.33736/jcshd.4877.2023.

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This study investigates the effectiveness of asynchronous online quizzes in improving student learning outcomes in higher education. Specifically, we compare the impact of two teaching methods - Synchronous Lecture and Asynchronous Tutorial pair (SLAT) versus Asynchronous Lecture and Synchronous Tutorial pair (ALST) - in delivering weekly quizzes to 70 undergraduate computer science students. Our results show that the SLAT outperformed the ALST method in enhancing students' academic performance after each learning unit. The findings highlight the potential of asynchronous quizzes as a valuable
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Connor-Greene, Patricia A. "Assessing and Promoting Student Learning: Blurring the Line between Teaching and Testing." Teaching of Psychology 27, no. 2 (2000): 84–88. http://dx.doi.org/10.1207/s15328023top2702_01.

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In recent years, many faculty have modified their teaching methods to encourage higher level thinking. However, approaches to testing often remain unchanged, reinforcing memorizing rather than critical thinking. In this article, I describe the use of daily essay quizzes to encourage thorough preparation for class and higher level thinking. Student evaluations support the perceived value of this testing method in enhancing student learning. Additionally, student self-reported behaviors suggest that in contrast to daily essay quizzes, 4 tests scheduled at predictable intervals during the semeste
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Aisyah, Devy, Adam Mudinillah, Melisa Rezi, and Hanifaturrahmi Hanifaturrahmi. "Utilization of the Use of Google Forms as an Online Quiz to Increase Vocabulary in Arabic Language Learning." Tanwir Arabiyyah: Arabic As Foreign Language Journal 4, no. 1 (2024): 79–92. http://dx.doi.org/10.31869/aflj.v4i1.5425.

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In the current era of the Industrial Revolution 5.0, it is time for internet access to be very important and influential in everyday life. Because in everyday life, knowledge is needed about how to use the internet well, the answer can be taken from one example: using Google Forms in the learning process. To better understand the use of Google Forms, research was conducted, and this study aims to explain the use of Google Forms as online quizzes to increase vocabulary in Arabic learning in universities. This research method is quantitative, where researchers distribute questionnaires or questi
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McGoldrick, KimMarie, and Peter W. Schuhmann. "The Impact of Challenge Quizzes on Student Knowledge." American Economic Review 106, no. 5 (2016): 373–77. http://dx.doi.org/10.1257/aer.p20161056.

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We evaluate the efficacy of a blended formative/summative assessment tool developed to support mastery learning by students without placing undue burden on instructors. Our innovation provides students with an opportunity to take a more difficult “challenge” quiz to demonstrate their command of the material and improve their grade on regular in-class quizzes. The structure of these quizzes motivates students to modify study behaviors (formative component) and take responsibility for knowledge acquisition (summative component). This mastery-based testing approach serves to bring the student's o
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Pratt, C. C., W. Wilson, A. Benthin, and V. Schmall. "Alcohol Problems and Depression in Later Life: Development of Two Knowledge Quizzes." Gerontologist 32, no. 2 (1992): 175–83. http://dx.doi.org/10.1093/geront/32.2.175.

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Monigir, Non Norma, Mutia Harun, and Fitria Mochtar. "Effectiveness of Using Digital Quiz for Students in English Learning for Grade VI Elementary School Students." Journal on Education 7, no. 1 (2024): 8348–54. https://doi.org/10.31004/joe.v7i1.7667.

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This study aims to examine the effectiveness of using digital quizzes as Student Worksheets (LKPD) in English learning to increase student participation. The research method uses quantitative descriptive, this study was conducted at Elementary School 8 Tondano. The subjects of this study were 25 grade VI students. The research instrument used was a student response questionnaire on the use of Quiz in implementing wordwalls during class learning as many as 20 questionnaires. The results showed that most students (60.3%) strongly agreed with the use of quizzes in learning, which shows that this
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Potempska, Justyna. "Gamifikacja w nauce języka obcego online." Annales Universitatis Paedagogicae Cracoviensis | Studia de Cultura 14, no. 4 (2022): 82–88. http://dx.doi.org/10.24917/20837275.14.4.7.

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Celem artykułu jest omówienie problematyki metodyczno-dydaktycznej związanej z zastosowaniem gamifikacji podczas zajęć z języka obcego w formie zdalnej oraz ukazanie potencjału, który tkwi w wykorzystywaniu narzędzi internetowych takich jak gry i aplikacje w nauce języka obcego on-line. Podstawowe pytanie, jakie przyświeca podjętym tu rozważaniom, odnosi się do skuteczności i jakości gier tworzonych za pomocą platform i aplikacji internetowych (m.in. Wordwall, Learningapps, Padlet, Jamboard, Kahoot, Quizlet, Mentimeter), których uczeń może używać samodzielnie oraz takich, które wymagają asysty
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Sherman, Carey Wexler, Kenneth Hepburn, John Hobday, and Lai Reed. "ESTABLISHING THE EFFECTIVENESS OF THE ONLINE SAVVY FACILITATOR TRAINING PROGRAM." Innovation in Aging 7, Supplement_1 (2023): 306. http://dx.doi.org/10.1093/geroni/igad104.1017.

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Abstract A total of 76 individuals took part in the revise training program we developed following prototype testing. These individuals were affiliated with 32 organizations in eight states. Each individual was scored on the observation/reflection provided at the end of each training session. Fifty-one percent of trainees received scores between 95-99% across all assessments; only 8.1% received summed scores less than 90%. In only 4 cases, was an individual required to repeat the observation/reflection exercise. Fifty-six trainees responded to a post-training evaluation survey that sought thei
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Kita, Yoko. "Using Forms Quizzes to Enhance Students’ Motivation in Language Learning at a Japanese University." IJELTAL (Indonesian Journal of English Language Teaching and Applied Linguistics) 5, no. 2 (2021): 219. http://dx.doi.org/10.21093/ijeltal.v5i2.661.

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This study explores the effective utilization of the online program Forms via smartphones to enrich the classroom experience for both students and teachers in two prep classes for the standardized English Test, Eiken. The instructor used Forms to create, distribute, collect, and analyze surveys and quizzes. Students' attitudes toward English and their motivation to learn the language using these tools were examined. Via smartphones, they were given review quizzes that had game-like elements and that gave feedback in real time. Surveys investigating the degree of confidence in learning, the rev
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Krontiris-Litowitz, Johanna. "Articulating Scientific Reasoning Improves Student Learning in an Undergraduate Anatomy and Physiology Course." CBE—Life Sciences Education 8, no. 4 (2009): 309–15. http://dx.doi.org/10.1187/cbe.08-11-0066.

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In many life science classrooms, instructors rely upon lecture presentations to efficiently present course content. Students, in this case, act as passive learners with little opportunity to test their knowledge for gaps or misconceptions. The goal of the project described here was to determine whether a collaborative quiz protocol that guided students to discuss their understanding with their peers would improve learning and academic performance. The project took place during a single semester and was composed of two studies: a preliminary study that incorporated short-answer quizzes into the
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Nasien, Dewi, M. Hasmil Adiya, Andrio Pratama Sirait, M. Nurul Ihsan, and Mahfuzan Hadi Wicaksono. "Application of Quizzes “BelajarKuy” for Junior High School Based on Android." International Journal of Electrical, Energy and Power System Engineering 2, no. 3 (2019): 1–4. http://dx.doi.org/10.31258/ijeepse.2.3.1-4.

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In today’s social life, many children to students use gadgets in their daily life. Their gadgets are used mostly android. Android is utilized for all activities namely, games, social media, and others. Besides, the gadget also can be used for education such as quizzes. In this paper, BelajarKuy is proposed for education, especially for junior high school. BelajarKuy is a quiz application based on Android and it uses Java programming language. BelajarKuy contains some questions that are useful for sharpening the brains for students and teachers. Besides, BelajarKuy contains several quizzes whic
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Griffiths, Mark. "Interactive television quizzes as gambling: A cause for concern?" Journal of Gambling Issues, no. 20 (June 1, 2007): 269. http://dx.doi.org/10.4309/jgi.2007.20.9.

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Recently, there has been a significant increase in the number of UK television shows in which viewers call into the show using a premium-rate telephone service. At one level it could be argued that in these instances viewers are participating in a lottery. Viewers are typically asked to call a premium-rate telephone line to answer a simple question. Winners are then chosen from all those viewers with the correct answer. It could also be argued that the viewer is staking money (i.e., the cost of the premium-rate telephone call) on the outcome of a future event (i.e., whether they will get the c
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Alawiyah, Rosidah, Memy Wardani Elthia, and Panji Tanashur. "Investigating the Effectiveness of Kahoot Quizzes in Grammar Learning." IJLHE: International Journal of Language, Humanities, and Education 7, no. 2 (2024): 205–12. https://doi.org/10.52217/ijlhe.v7i2.1608.

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This research investigates the effectiveness of Kahoot, a game-based learning platform, in enhancing motivation for learning grammar among university students. Recognizing the challenges faced by non-native English speakers in mastering grammar, the study explores the potential of gamification as an innovative teaching approach. A survey method was employed to collect data from 10 English university students using both structured and unstructured questionnaires. The findings reveal that Kahoot significantly enhances student motivation, engagement, and enjoyment in learning grammar. Students re
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Setyorini, Nurul, Khabib Sholeh, Suryo Daru Santoso, Kadaryati, and Umi Faizah. "Pelatihan Pembuatan Media Ajar Quiziz dan Komic Digital dengan Aplikasi Comic Life 3/5/15 Full Version Bagi Guru Paud, Taman Kanak-Kanak, dan Sekolah Dasar." JPM: Jurnal Pengabdian Masyarakat 4, no. 1 (2023): 67–77. http://dx.doi.org/10.47065/jpm.v4i1.955.

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Educational media has become a crucial tool that teachers need to provide in the teaching process, particularly in the current era of digital disruption. One relevant option for instructional media is digital comics. Digital comics hold the potential to be an effective and engaging learning tool. This study aims to conduct training on using instructional media in the form of Quizizz and digital comics through the Comic Life application in versions 3, 5, and 15. The methodology involves approaches such as lectures, discussions, and demonstrations. The activities take place at Wilcambidik Ngombo
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Karunamurthy, Dr A., and S. Preethi. "Mastering the Art of Precise Pronunciation and Unlocking the Power of Clear Communication for Global Understanding." International Journal of Research and Review 12, no. 6 (2025): 138–43. https://doi.org/10.52403/ijrr.20250617.

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The mobile application transforms language learning with an innovative and interactive approach, integrating pronunciation practice, multilingual quizzes, and AI-driven assessments. It supports the four core language skills—speaking, listening, reading, and writing—through engaging formats like voice input, textual responses, and real-time quizzes. This multi-sensory experience accommodates diverse learning styles, enhancing motivation and immersion. A key feature is the Transformer-based AI model, which leverages natural language processing to evaluate pronunciation, detect errors, and provid
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Kwiatkowska, Kamila, Małgorzata Zakrzewska, and Tibor Zsigmond. "AI-based tools’ impact on university education." Scientific Papers of Silesian University of Technology. Organization and Management Series 2025, no. 218 (2025): 399–409. https://doi.org/10.29119/1641-3466.2025.218.22.

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Purpose: The main reason for writing the paper was to present the latest research studies on using AI in education and present the survey studies on students’ opinions according to AI-based tools in learning process. Design/methodology/approach: The theoretical part of the article presents research from the last 5 years on AI in education and higher education. The empirical part presents the results of surveys conducted among students of the University of Economics in Krakow on their opinions on the impact of AI-based tools on their learning process. Findings: The research show that the vast m
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Marini, Ida Ayu Ketut, Ida Bagus Eka Artika, Denianto Yoga Sativa, et al. "PENTINGNYA MENGONSUMSI IKAN BAGI KESEHATAN ANAK DI DESA MAMBALAN KECAMATAN GUNUNGSARI KABUPATEN LOMBOK BARAT." Al-Amal: Jurnal Pengabdian Masyarakat 3, no. 1 (2025): 22–26. https://doi.org/10.59896/amal.v3i1.300.

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The counseling conducted in Mambalan Village located at SD No. 1 Mambalan aims to reduce stunting rates through: educating elementary school students about the benefits of fish for health, fostering children's interest in consuming fish regularly, encouraging healthy living behavior from an early age through nutritious diets. The implementation method is carried out by means of Interactive Counseling, Educational Media, Educational Games and Quizzes and Practice (demonstration). This counseling succeeded in increasing the awareness of students of SD Negeri 1 Mambalan about the importance of fi
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Hepburn, Kenneth, Carey Wexler Sherman, John Hobday, Adarsh Char, and Lai Reed. "BUILDING AN ONLINE TRAINING PROGRAM FOR SAVVY FACILITATORS." Innovation in Aging 7, Supplement_1 (2023): 306. http://dx.doi.org/10.1093/geroni/igad104.1016.

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Abstract Scaling evidence-based interventions to implementing organizations not linked to the development source poses difficulties in maintaining program fidelity. Program facilitator training must ensure consistency of training approach and content material across organizations. A training program must be able to certify that trainees can demonstrate a detailed understanding of the basic curriculum intent, learning objectives, core principles, mechanism of action, and operational details of the intervention. This presentation will describe the development of an online program to train interv
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Gustiani, Tia, and Gusti Milla Quaidy. "ICT IN A PERSPECTIVE OF INDONESIAN AND RUSSIAN ENGLISH TEACHER." ICMIE Proceedings 1 (June 13, 2025): 37–41. https://doi.org/10.30983/fw6kp347.

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The objective of this research is to investigate the Indonesian and Russian English teachers’ perspective Abstract on the implementation of ICT. The researchers focused on the implementation, challenges and solution. The researchers employed qualitative research. The informants of this research were two English teachers that are teaching at Kadamjay Semetey High School and MTSN 9 Padang Pariaman. The finding of this research showed a varying degree of integration between technology and English learning in different educational settings. While some schools face challenges such as a lack of equi
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Gustiani, Tia, and Gusti Milla Quaidy. "ICT IN A PERSPECTIVE OF INDONESIAN AND RUSSIAN ENGLISH TEACHER." ICMIE Proceedings 1 (June 13, 2025): 37–41. https://doi.org/10.30983/icmie.v1i.22.

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The objective of this research is to investigate the Indonesian and Russian English teachers’ perspective Abstract on the implementation of ICT. The researchers focused on the implementation, challenges and solution. The researchers employed qualitative research. The informants of this research were two English teachers that are teaching at Kadamjay Semetey High School and MTSN 9 Padang Pariaman. The finding of this research showed a varying degree of integration between technology and English learning in different educational settings. While some schools face challenges such as a lack of equi
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Ozarslan, Yasin, and Ozlem Ozan. "Self‐Assessment Quiz Taking Behaviour Analysis in an Online Course." European Journal of Open, Distance and E-Learning 19, no. 2 (2016): 15–31. http://dx.doi.org/10.1515/eurodl-2016-0005.

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AbstractSelf-assessment is vital for online learning since it is one of the most essential skills of distance learners. In this respect, the purpose of this study was to understand learners’ self-assessment quiz taking behaviours in an undergraduate level online course. We tried to figure out whether there is a relation between self-assessment quiz taking behaviours and final exam scores or not. In addition, we investigated how self-assessment quiz taking behaviour differs with respect to learner profile. In line with this purpose, 677 students’ 6092 test events across Project Culture course o
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Kumar, Aman. "Virtual Classroom." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 04 (2025): 1–9. https://doi.org/10.55041/ijsrem45166.

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The goal of the virtual classroom project is to develop a feature-rich online learning environment that can meet the requirements of instructors and students. In order to construct a system that includes features like live video conferencing, screen sharing, chat, file sharing, virtual whiteboards, and interactive quizzes to improve the virtual classroom experience, the project makes use of jQuery, HTML, CSS, API, JavaScript, C#, React, and OOPs. While classroom construction and management give teachers the freedom to set up and run virtual classrooms as needed, user identification and authori
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