Introduction

Quizizz

Quizizz is a game-based educational app, which brings multiplayer activities to classrooms and makes in-class exercises interactive and fun. I would like to enlighten Quizizz App review as per Bates (2020) SECTIONS model.

According Bates (2020), SECTIONS models stands for Students, Ease of use, Costs, Teaching & Media, Interaction, Organizational issues, Networking, and Security & Privacy. This model helps in proper media selection to achieve desired learning outcomes.

Using Quizizz, students can do in-class exercises on their electronic devices. Unlike other educational apps, Quizizz has game characteristics like avatars, themes, memes and music, which are entertaining in the learning process. Quizizz also allows students to compete with each other and motivates them to study. Students take the quiz at the same time in class and see their live ranking on the leaderboard.

Instructors can monitor the process and download the report when the quiz is finished to evaluate students’ performance. Using this app in the classroom helps stimulate students’ interest and improve students’ engagement.

Quizizz is easy to use; doing in-class exercises using it is better than doing in-class exercises on paper; using Quizizz reduces learner’s test anxiety. Quizizz is applied more frequently reports not only higher scores on the satisfaction with this app, but also higher scores on the teaching evaluation for the instructor. It is for free of cost and user-friendly app.

Quizizz can be integrated with Google Classroom. This integration facilitates assignment tracking and enhances student safety since they are authenticated using their school Google accounts (Medvedovska, Skarlupina, & Turchyna, 2016).

Overall, Quizizz is perceived as having positive impact on students’ engagement and achieving learning outcomes.

As a current or future educator, how do you deal with student’s preference for different technologies?

The educational technology space is endless. Choosing the right and effective educational apps and tools in classroom can a real challenge for the educators. As per my understanding, Bates (2020) SECTIONS model really helps to rid out those challenges. Moreover, an educator should consider few significant aspects for instance, relevance, customization, navigation, accessibility, and interaction regarding to that app or tool which certainly help to achieve desired positive learning outcomes.

References

Bates, T. (2019). Teaching in a digital age (2nd edition). BCcampus Open Education Open Textbooks. Retrieved from https://opentextbc.ca/teachinginadigitalage/

Medvedovska D., Skarlupina Y., & Turchyna, T. (2016). Integrating online educational applications in the classroom. European Humanities Studies: State and Society, 4, 145-156.

 

Sapana