A GAMIFIED CLASS: The use of QUIZIZZ in Improving the Academic Performance in Science of the Grade 8 Students of Luis-Fe Gomez (LFG) Diamantina National High School
Remafe C. Subillaga PhD, Teacher III, LFG Diamantina National High School
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A GAMIFIED CLASS: The use of QUIZIZZ in Improving the Academic Performance in Science of the Grade 8 Students of Luis-Fe Gomez (LFG) Diamantina National High School
Remafe C. Subillaga PhD, Teacher III, LFG Diamantina National High School
ABSTRACT
This study investigated the effectiveness of A Gamified Class: The Use of Quizizz in Improving the Academic Performance in Science of the Grade 8 Students of the Luis-Fe Gomez (LFG) Diamantina National High School for the School Year 2020-2021. The respondents were 92 grade 8 students who were equally grouped into the control and experimental groups in a quasi-experimental pretest-posttest control group design. Analysis of the data gathered showed a slight increase in learners' level of achievement in the control group and a significant increase in the experimental group after the use of Quizizz. The strategy exhibited a large effect size on the student-respondents' achievement level, hence the recommendation to utilize the same for similar classes.
Keywords: synchronous, asynchronous, interactive homework
Year: 2024
posted on April 23, 2024
How to Cite
Subillaga, R. (2024).A GAMIFIED CLASS: The use of QUIZIZZ in Improving the Academic Performance in Science of the Grade 8 Students of Luis-Fe Gomez (LFG) Diamantina National High School. Saringit, 4(1), 97-100.