Gamifying Vocabulary Learning: Boosting Students’ Interest through Quizizz in Indonesian High School Level

Authors

  • Wahyudi Wahyudi Universitas Muhammadiyah Bulukumba Author
  • Andi Nurhikmah Universitas Muhammadiyah Bulukumba Author

Keywords:

Gamification, Vocabulary learning, Quizizz, Interest, Indonesian high school

Abstract

This study investigates the effectiveness of Quizizz games in increasing eleventh-grade students’ interest in learning English vocabulary at a State High School in Bulukumba. The research involved 31 purposively selected students using a one-shot quantitative design. Data were collected with a structured questionnaire measuring students’ interest before and after the implementation of Quizizz-based activities. Reliability and validity tests confirmed the instruments’ strong internal consistency, with Cronbach’s Alpha coefficients exceeding the threshold for acceptable internal consistency (0.355). A t-test showed a significant increase in student interest, with a t-statistic of 9.049 exceeding the t-table value of 1.699 at the 5% significance level (p = 0.000). These results indicate that Quizizz, as a game-based digital learning platform, positively impacts student motivation and engagement. Students reported greater enjoyment, participation, and focus during vocabulary learning through interactive methods. Features such as instant feedback, competition, and appealing visuals helped sustain attention and make learning more dynamic and meaningful. The findings support previous research highlighting the ability of gamified platforms to transform traditional classrooms into motivating environments. In conclusion, gamified learning benefits beyond cognitive and affective domains to encompass classroom dynamics and social participation.

Author Biography

  • Andi Nurhikmah, Universitas Muhammadiyah Bulukumba

    EFL Lecturer

References

Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2024). The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School: A Meta-Analysis. Review of Educational Research, 94(2), 193–227. https://doi.org/10.3102/00346543231167795

Chiu, T. K. F. (2023). Student engagement in K-12 online learning amid COVID-19: A qualitative approach from a self-determination theory perspective. Interactive Learning Environments, 31(6), 3326–3339. https://doi.org/10.1080/10494820.2021.1926289

Chou, Y.-S., Hou, H.-T., Chang, K.-E., & Su, C.-L. (2023). Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns. Interactive Learning Environments, 31(5), 3285–3302. https://doi.org/10.1080/10494820.2021.1926287

Ding, A.-C. E., & Yu, C.-H. (2024). Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students’ science learning outcomes. Computers & Education, 218, 105075. https://doi.org/10.1016/j.compedu.2024.105075

Goyibova, N., Muslimov, N., Sabirova, G., Kadirova, N., & Samatova, B. (2025). Differentiation approach in education: Tailoring instruction for diverse learner needs. MethodsX, 14, 103163. https://doi.org/10.1016/j.mex.2025.103163

Ishak, S. A., Hasran, U. A., & Din, R. (2023). Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance. Education Sciences, 13(2), 102. https://doi.org/10.3390/educsci13020102

Janković, A., Maričić, M., & Cvjetićanin, S. (2024). Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz. Journal of Computers in Education, 11(2), 471–494. https://doi.org/10.1007/s40692-023-00266-y

Kazu, İ. Y., & Kuvvetli, M. (2023). A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition. Education and Information Technologies, 28(10), 13541–13567. https://doi.org/10.1007/s10639-023-11756-y

Kruk, M., & Kałużna, A. (2025). Investigating the Role of AI Tools in Enhancing Translation Skills, Emotional Experiences, and Motivation in L2 Learning. European Journal of Education, 60(1). https://doi.org/10.1111/ejed.12859

Li, C., Feng, E., Zhao, X., & Dewaele, J.-M. (2024). Foreign language learning boredom: Refining its measurement and determining its role in language learning. Studies in Second Language Acquisition, 46(3), 893–920. https://doi.org/10.1017/S0272263124000366

Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLOS ONE, 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350

Liu, P.-L., Chen, C.-J., & Huang, C.-Y. (2025). Evaluating the Effectiveness of Quizizz for Enhancing English Vocabulary Acquisition and Engagement Among Rural Elementary Students. Sage Open, 15(4). https://doi.org/10.1177/21582440251379697

Lu, G., Xie, K., & Liu, Q. (2022). What influences student situational engagement in smart classrooms: Perception of the learning environment and students’ motivation. British Journal of Educational Technology, 53(6), 1665–1687. https://doi.org/10.1111/bjet.13204

Mahmood, A., Huang, X., & Rehman, N. (2025). The role of teachers and administrators in supporting the adaptation of students with special needs in mainstream high schools. Quality Education for All, 2(1), 35–54. https://doi.org/10.1108/QEA-06-2024-0054

Panmei, B., & Waluyo, B. (2022). The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education. Education Sciences, 13(1), 24. https://doi.org/10.3390/educsci13010024

Portuguez-Castro, M., & Santos Garduño, H. (2024). Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation. Education Sciences, 14(9), 963. https://doi.org/10.3390/educsci14090963

Qi, S., & Derakhshan, A. (2025). Technology-based collaborative learning: EFL learners’ social regulation and modifications in their academic emotions and academic performance. Education and Information Technologies, 30(7), 8611–8636. https://doi.org/10.1007/s10639-024-13167-z

Simonnet, E., Loiseau, M., & Lavoué, É. (2025). A Systematic Literature Review of Technology‐Assisted Vocabulary Learning. Journal of Computer Assisted Learning, 41(1). https://doi.org/10.1111/jcal.13096

Skinner, E. A., & Raine, K. E. (2022). Unlocking the Positive Synergy Between Engagement and Motivation. In Handbook of Research on Student Engagement (pp. 25–56). Springer International Publishing. https://doi.org/10.1007/978-3-031-07853-8_2

Solmaz, O. (2025). Impacts of digital applications on emergent multilinguals’ language learning experiences: the case of Duolingo. Education and Information Technologies, 30(7), 9185–9214. https://doi.org/10.1007/s10639-024-13185-x

Urhahne, D., & Wijnia, L. (2023). Theories of Motivation in Education: an Integrative Framework. Educational Psychology Review, 35(2), 45. https://doi.org/10.1007/s10648-023-09767-9

Xiao, Y., & Hew, K. F. T. (2024). Intangible rewards versus tangible rewards in gamified online learning: Which promotes student intrinsic motivation, behavioural engagement, cognitive engagement and learning performance? British Journal of Educational Technology, 55(1), 297–317. https://doi.org/10.1111/bjet.13361

Zhang, Z., & Crawford, J. (2024). EFL learners’ motivation in a gamified formative assessment: The case of Quizizz. Education and Information Technologies, 29(5), 6217–6239. https://doi.org/10.1007/s10639-023-12034-7

Downloads

Published

2025-11-25

Issue

Section

Articles