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GAMIFICATION-BASED ASSESSMENT: THE WASHBACK EFFECT OF QUIZIZZ ON STUDENTS’ LEARNING IN HIGHER EDUCATION Pitoyo, Muhammad Dafit; Sumardi, Sumardi; Asib, Abdul
International Journal of Language Education Vol. 4, No. 1, 2020
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (593.789 KB) | DOI: 10.26858/ijole.v4i2.8188

Abstract

Abstract Assessment and technology are two components that are very important in education. Assessment is the core of education which provides teachers lots information from their students and technology helps to achieve the learning goal more easily. Teachers are able to take the advantages of the integration of technology and assessment to get really detail information of students test to create a good teaching process. However, there are not many teachers who really consider about assessment and the washback effect on students? learning. Thus, this study aimed to know the washback effect of Quizizz assessment platform on students? learning. To investigate the issue, the researcher used questionnaire, observation and in-depth interview. The data which obtained would be analyzed qualitatively. The result of the study shows that students were motivated and they wanted to learn more after doing several gamified test with Quizizz. They were interested in elements of game such as Leaderboard, Meme, Time restriction, and Test report. Keywords: Assessment, Technology, Gamified test, Elements of game, Washback effect.
Web-Based Gamification: Problems in EFL Classroom of Higher Education Due to Online Assessment Employment Pitoyo, Muhammad Dafit
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2288

Abstract

Gamification is considered new concept in education especially in assessment in which the idea of using elements of game to create engaging assessment. Assessment is really important in education due to its function to get valid and rich information of the students’ test which will be utilized as the tool to make betterment in teaching and learning process. This article will discuss gamification application within assessment environment: implementation problems and its solutions. The researcher will use qualitative case study for this research. Qualitative case study methodology offers tools for researchers to investigate and understand complex phenomena in their contexts. The respondents of this research will be students of higher education and a lecturer who has used gamification for assessment for years in his class. This article will reveal the picture of gamification test mechanism. Furthermore, it is able to promote technology in education in this century to facilitate teaching and learning process.