Quizizz

 Today's students acquire knowledge through games without even knowing it. For this reason, some applications such as Quizizz have been designed using attractive structures to engage students and make them learn during the process. Making them part of a more comfortable environment in which they put their cognitive skills to work while they have fun, compete with each other and level up their vocabulary.


Quizizz  is  a  kind  of  digital  game  that  provides  a  multiplayer classroom activity that allows all your students to practice together by computer, IPad, tablet and  smartphone  and  create  a  fun  learning  activity  for  the  students. (Mei et al., 2018). It also has a visually appealing interface, which is essential to attract students, because if it were a drab and colorless game, it could discourage them and generate a feeling of displeasure and rejection, as if it were just another ordinary class.


Quizizz is a website which allows students to participate through their smartphones, by interacting with activities previously established and designed by the teacher, who have access to the main core of this tool. In this app, the teacher can add the contents that wants to deliver to the students in the format of a multiple choice activity. In this way they unconsciously acquire new vocabulary while participating, which also supports their confidence and determination for future activities. 


In order to learn a second language, it is necessary to start with the basics, such as the acquisition of new words and expressions that students do not know, with the objective of expanding their vocabulary range therefore the best way in which the Quizizz application can be used for the promotion of language learning is the incorporation of new vocabulary through the game. The  result  shows  that  the  use  of Quizizz  to  enhance  students’  vocabulary  is  successfully becoming an effective way in teaching vocabulary for pre-intermediate students (Dewi et al., 2020)


Both Quizizz and other similar applications present a general problem, which is mainly generated by its characteristics that make it a unique tool. In other words, the fact that the Mobile Assistance Language Learning is used, causes the lack of mobile devices or internet to create a gap that does not allow everyone to participate in a classroom context. However, the main issue that might be found is that like other systems that make use of games to educate, there is the problem of distraction for some of its users, although Quizizz encourages participation and unconscious learning, it can also be a technology that is only reduced to pressing buttons to "guess" the correct alternative. 

This last limitation can be controlled anyway, of course it will also depend on how it is carried out by the teacher. If we take into consideration their attitude and soft skills management, the game can be fruitful and fun for the whole class. 

Quizizz is only the guiding tool that should be complemented not only with content but also with an environment that covers the limitations that may arise.





References


K.S.Dewi, I.P.N.W. Myartawan, N.K.T.A.Swari, N. Sugihartini (2020) Quizziz Effect on Students’ Grammar Mastery in Higher EFL Classroom Based Mobile Assisted Language Learning (MALL). Language and Education Journal Undiksha 3(1). 15-24


https://ejournal.undiksha.ac.id/index.php/JJPBI/article/view/24589/14901