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Pitoyo et al.

(2020) aimed to determine the washback effect of the


Quizizz assessment platform on student learning. The researcher utilized a
questionnaire, observation, and in-depth interviews to investigate the
issue.Respondents for this study were 18 third-semester students enrolled in
an English course at a Surakarta university. Quantitative and qualitative
analyses were conducted on the data. This study examined only the impact of
the Quizizz platform on students' motivation to learn in an English TOEFL
structure class.

Similarly, Boudadi and Gutierrez-Colon (2020) investigated the impact


of Gamification on student motivation and learning achievement in Second
Language Acquisition in higher education. Following the six-step review
procedure outlined by Rickinson and May (2009), a meta-analysis
methodology was utilized: scoping, searching, selecting, analyzing,
synthesising, and reporting.

The researcher has not yet encountered a study that assesses the
impact of Gamification technology on enhancing student performance in
specific subject areas. Although it is believed that learning performance, or
the ability to observe how students demonstrate their knowledge and skills, is
a crucial variable in education, few studies have focused on it. In this regard,
the researcher sought to comprehend the effect of gamification technology on
sixth-grade students' proficiency in one of the schools in Digos City,
Mindanao, Philippines. This study will utilized mix methods approach. The
researcher believes that traditional assessments may decrease student
learning motivation and therefore desires gamified assessments to be more
engaging.

In this regard, the findings of this study will have its social value not
only teachers, professors, academic coordinators, and school administrators,
but also civil society and the government. Similarly, the results of this study
will be presented at academic and administrative meetings, symposia, and
conferences, particularly during this time of pandemic and online education.
The quantitative findings will provide a clearer picture of the proficiency of
sixth-grade students utilizing the Gamification technology approach.
Additionally, a sustained implementation of the study will be realized
throughout the subject matter.

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