International Journal of Research and Innovation in Social Science (IJRISS)
Academic Achievement, Enthusiasm and Attitude of High School Students Regarding Quizizz as an Educational Gamification Tool for Physics
Published November 15, 2025 • Vol. 9, Issue 26, pp. 8778–8799Open Access
DOI: 10.47772/IJRISS.2025.903SEDU0664
Abstract
Educational gamification is one example of game-based learning that has been applied in the teaching and learning process. Students can effectively practice their skills and connect lessons to real-life problems. However, there is still limited usage of gamification in teaching and learning in schools. The study's goals were to determine how well students performed in Physics when learning in traditional classrooms versus gamified classrooms, how excited the students were about learning Physics, how they felt about the experience, and whether they thought it was enjoyable to be in a gamified classroom. A quasi-experimental design was used to collect the data. 54 Form 4 students were in the treatment group, which took a game-based test, and the control group, which took a paper-and-pencil test. Only the experimental group received a set of questionnaires. The data from both results were recorded and analysed using SPSS version 25. The data obtained from the independent sample t-test concludes that students in the gamified classroom have a higher mean score (mean = 5.78) compared to traditional learning (mean = 4.63). A paired sample t-test on students' enthusiasm before and after using Quizizz showed that gamification significantly improved their enthusiasm, with a p-value less than 0.05. Additionally, it can be argued that Quizizz supports students' attitudes towards learning Physics, as 13 out of 15 questions had a p-value less than 0.05. Interestingly, there was no difference in mean attitude in using Quizizz in terms of gender, p-value = 0.196. The descriptive analysis reveals that the students in the treatment group had a positive perception of using Quizizz for Physics questions. Initially, most students selected strongly agree and agree. The findings suggest that the gamified test enhanced their performance, attitude, and enthusiasm and fostered a competitive learning environment.
Keywords: Academic achievement educational gamification Enthusiasm for learning physics
| Journal | International Journal of Research and Innovation in Social Science (IJRISS) |
|---|---|
| ISSN | 2454-6186 |
| Volume / Issue | Volume 9, Issue 26 |
| Pages | 8778–8799 |
| Publication date | November 15, 2025 |
| DOI | 10.47772/IJRISS.2025.903SEDU0664 |
| Publisher | RSIS International |
| License | Open Access |
How to cite this article
Nursyahirah Nordin, Ku Siti Syahidah Ku Mohd Noh, A’bir Wardati Abd.Latif, Siti Aisyah Zawawi, Nor Fadzilah Arom Karoman, Haslinawati Mohd Mustapha, & Nadiah Kamaruzaman (2025). Academic Achievement, Enthusiasm and Attitude of High School Students Regarding Quizizz as an Educational Gamification Tool for Physics. International Journal of Research and Innovation in Social Science (IJRISS), 9(26), 8778-8799. https://doi.org/10.47772/IJRISS.2025.903SEDU0664
BibTeX
@article{Nursyahirah2025,
title = {Academic Achievement, Enthusiasm and Attitude of High School Students Regarding Quizizz as an Educational Gamification Tool for Physics},
author = {Nursyahirah Nordin and Ku Siti Syahidah Ku Mohd Noh and A’bir Wardati Abd.Latif and Siti Aisyah Zawawi and Nor Fadzilah Arom Karoman and Haslinawati Mohd Mustapha and Nadiah Kamaruzaman},
journal = {International Journal of Research and Innovation in Social Science (IJRISS)},
volume = {9},
number = {26},
pages = {8778--8799},
year = {2025},
doi = {10.47772/IJRISS.2025.903SEDU0664},
publisher = {RSIS International}
}