Quizizz as a Students’ Reading Comprehension Learning Media: A Case Study at the Eleventh Grade of Dwi Putra Bangsa Vocational School in Cimanggu (Published)
This study aims to find out the use of quizizz application as a learning media and contribution of smartphone-game based online learning in the eleventh grade of Dwi Putra Bangsa Vocational School in Cimanggu Pandeglang Banten. One of the important components in education is the use of learning media. The fact that at technology plays a much larger role in the digital era than it did. Nowadays millennial generation having a high level of technological literacy. This literacy coupled with recent technological advances has led to the expansion of education. From the millennial generation, these are the generations that are in classroom today and they share unique characteristics that define their generations expect to be engaged in their learning activity, technology has to be embraced in today’s education and teachers have to apply part of the students learning. This paper reviews the generations of learners that teach today and how these generations impacted the transformation of education. In the paper also presents some of the emerging technologies and discusses the transformation to invent new forms of teaching and learning as well as the redesigning and rethinking education in the digital era. This research was conducted at the Dwi Putra Bangsa Vocational High School in Cimanggu Pandeglang Banten. The subjects of this study were teacher and eleventh grade students of Computer and Network Engineering Department (TKJ). The result of this study showed that usage of quizizz as a learning media can make students enthusiastic in participating in learning activity, so students can focus and maximizes their mobile phone as a fun learning media. The concept of maximum learning will help students’ reading comprehension skill in English Learning. So it will improving students learning outcomes in school.
Gamification – Influence on Elementary Pupils’ Learning Outcomes and Engagement in English Language (Published)
This research examined the influence of gamification on the learning outcomes and engagement of English Language Pupils in Bonny Local Government Area of Rivers State, Nigeria. It adopted the two (2) group pre-test post-test quasi-experimental research design. The sample comprised forty-four (44) primary three pupils. Twenty (20) for the experimental group and twenty-four (24) for the control group. Two (2) sets of instruments were employed to gather data from the sample namely: English Language Achievement Test (ELAT), and Gamification Questionnaire (GQ) which had two (2) sections: Demographic data of pupils, and games engagement. Three objectives, three research questions, and two hypotheses were used for the study. Mean and standard deviation were employed to answer the research questions. Hypothesis one was tested using analysis of covariance (ANCOVA), while hypothesis two was tested using independent sample t-test. Kuder-Richardson (KR20) was employed to test the ELAT and a reliability coefficient of .857 was obtained. Cronbach Alpha was used for the GQ with a reliability coefficient of.689. The findings revealed that learners taught with games had a higher mean score than those taught without games but the difference was not statistically significant; and their engagement level was high. Recommendation was therefore made that gamification be used in classrooms because it has a positive influence on learners’ learning outcomes.
Investigating the Effectiveness of Applying Gamification on Tourism Websites from the Customers’ Perspective: An Exploratory Study (Published)
Gamification is the new trend that has been speedily expanding over the past few years and still developing in various fields including tourism, especially in marketing. Despite that, information about the effectiveness of tourism gamification applications in motivating and engaging the customers is limited. This study provides a quantitative exploration of the consumers’ perception towards using gamification applications on tourism websites. It examines its effectiveness from the customers’ perspective as a marketing strategy applied by tourism websites to engage customers. Findings show that gamification cannot yet be considered an effective strategy for engaging customers with tourism websites from the customers’ perspective due to the low level of participation in gamification activities on tourism websites, the big percentage of customers unaware of its existence on tourism websites and the opinion of both those who use it and those who do not concerning its efficiency in engaging customers with tourism websites.
This paper considers the marketing concept of gamification. This includes most loyalty programs, but, in addition, has tentacles in many other areas of marketing. It is a concept which has been growing rapidly in the marketing field. While a lot has been written about it, there is little quantitative analysis of its impact. In this paper, we perform a statistical analysis using a database of about 1,100 people and several variables, related to the restaurant industry in particular. We consider several hypotheses. One is whether the consumer loyalty engendered by gamification differs by gender. Another is the relationship between customer loyalty engendered by gamification and some restaurant-specific measures, such as frequency of visits to the restaurant, amount of money spent at a restaurant, and the impact of special rewards programs. We also consider which variables are significant in a predictive model with the dependent variable: I would visit a restaurant more often with the presence of as points-based reward program, and several of the earlier-considered variables as independent variables