Research and Innovation in Language Learning 5(2) May 2022, pp. 98-108 
P- ISSN: 2614-5960 
e-ISSN: 2615-4137 
http://jurnal.ugj.ac.id/index.php/RILL  

Copyright 2022@ Zahrotuz Zainiah, Nanin Verina Widya Putri  98 

 
 

Article 

 

STUDENTS’ PERCEPTION OF GAMIFIED ONLINE QUIZZES 

AND ITS IMPACT ON THEIR CLASSROOM ENGAGEMENT  
 

Zahrotuz Zainiah 

zahrotuz.19044@mhs.unesa.ac.id 

Postgraduate Program of Language and Literature Education, Universitas Negeri 

Surabaya, Indonesia  

  

Nanin Verina Widya Putri 

nanin.19029@mhs.unesa.ac.id 

Postgraduate Program of Language and Literature Education, Universitas Negeri 

Surabaya, Indonesia   

 

 

Abstract 

 

Gamification has been very popular in educational field. As a consequence, there were 

many researchers interested to conduct a study on it. In order to give contribution for 

enriching the resources for such study, this research investigated students’ view toward 

the use of gamified online quizzes given by the teacher outside the classroom, as well as 

to examine the impact on students’ engagement in the classroom. The method used was 

qualitative, with questionnaires and interview as the instruments. The participants were 

69 twelfth graders students of three classes who filled the questionnaires, as 9 students 

among them were interviewed as the representatives. Results showed that students 

perceived experience in using gamified online quizzes was positive. They recognized 

such quizzes as interactive and useful for their learning. Moreover, they were found to 

be engaged in using the gamified online quizzes. They showed their engagement in 

behavior, emotion, cognitive, and agentic.  

 

Keywords: gamification, online quizzes, students’ perception, students’ engagement 

 

 

Sari 

 

Gamifikasi sudah menjadi hal yang sangat popular dalam bidang Pendidikan. Sebagai 

konsekuensinya, banyak peneliti yang tertarik mengadakan kajian tentang hal tersebut. 

Untuk berkontribusi dalam memperkaya sumber data untuk kajian serupa, penelitian ini 

ditujukan untuk menyelidiki pandangan siswa dalam penggunaan kuis online berbentuk 

permainan yang diberikan oleh guru di luar kelas, sekaligus meneliti dampaknya pada 

keterikatan siswa di dalam kelas. Metode yang digunakan adalah kualitatif, dengan 

kuisioner and wawancara sebagai alat penelitian. Peserta penelitian terdiri dari 69 siswa 

kelas 12 sebanyak 3 kelas yang mengisi kuisioner, dengan 9 siswa yang diwawancarai 

sebagai perwakilan. Hasil menunjukkan bahwa siswa merasakan pengalaman yang 



                               Research and Innovation in Language Learning 5(2) May 2022 

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positif saat menggunakan kuis online berbentuk permainan. Mereka menganggap kuis 

tersebut menarik dan berguna untuk kelangsungan proses belajar mereka. Selain itu, 

siswa juga terikat penuh dalam menggunakan kuis tersebut. Mereka menunjukkan 

keterikatan secara perilaku, emosional, kognitif, dan agentik.   

 

kata kunci: gamifikasi, kuis online, pandangan siswa, keterikatan siswa 
Received 2021-12-21  accepted 2022-04-15  published 2022-05-30 

  

APA Citation: Zainah, Z., & Putri, N.  (2022). Students’ Perception of Gamified 

Online Quizzes and Its Impacts on Their Classroom Engagement. Research and 

Innovation in Language Learning 5(2), pp. 98-108 

 http://dx.doi.org/10.33603/rill.v5i2.6189  

 

Introduction 

In recent years, the term Gamification has been a famous trend in educational field. 

Gamification is defined as a procedure to put game elements into non-game 

circumstances (Campbell, 2016). It aims to transfer and to adapt the elements of game 

into the real-world condition without neglecting the reality. In educational field, 

gamification is considered as a method to have a game played in the classroom setting 

without any intention to threaten or to risk the nature of a curriculum (Nolan & 

McBride, 2014). Gamification has a potential to make the learning process to be more 

entertaining so that it increases students’ motivation to study (Muntean, 2011). 

Moreover, the availability of scores and rankings as the instant feedback giving in 

gamification can lead to students’ engagement in the learning process as and motivates 

students to reach the targets (Glover, 2013). Gamification is also beneficial for teachers 

as it provides a chance to track students’ learning achievement and triggers a transparent 

assessment (Lee & Hammer, 2011). 

 

As gamified online quizzes provide the instant feedback processing, it helps the teachers 

to conduct a formative assessment related to students’ engagement in the classroom 

(Delacruz, 2011). It is also explained that during the gamification process, monitoring 

and assessing successful learning is likely to happen (Hassan et al., 2021). Similarly, the 

use of gamified online quizzes allows the teachers to gather initial information of each 

student’s learning progress so that it would be a possible option for assessing students’ 

engagement in the classroom (Huang & Hew, 2018). Furthermore, Shute (2011) also 

mentioned that gamification allows the teachers to observe not only students’ 

http://dx.doi.org/10.33603/rill.v5i2.6189


Zainah, Z., & Putri, N. 

 

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achievement but also students’ emotion and behavior, which are parts of learning 

engagement. Students’ learning engagement mentioned refers to a condition in which 

students actively involved in teaching and learning process (Christenson et al., 2012). 

 

In regards to students’ engagement in the classroom, there have been several research 

conducted to investigate such concept. For instance, Huang et al (2019) investigated 

two types of engagement namely behavioral and cognitive. Meanwhile as a more 

complete version, Reeve and Tseng (2011) proposed four types of learning engagement 

namely behavioral, emotional, cognitive, and agentic. Skinner, Kindermann, and Furrer 

(2009) stated that behavioral engagement refers to students’ involvement in the learning 

activity in relation to awareness, endeavor, and persistence. It means that students’ 

involvement in the classroom can be seen from their attitudes or behaviors. Moreover, 

they also explained that emotional engagement refers to the existence of positive 

emotions such as interest and enjoyment during the learning activity, and to the absence 

of negative emotions such as anxiety (Skinner et al., 2009; Watt, 2004). When students 

seem to be not interested in the classroom, it means that they are not emotionally 

engaged in the learning process. The third engagement namely cognitive engagement 

refers to students’ personal investment in learning activities such as self-regulation and 

the use of learning strategies (Walker et al., 2006). Lastly, agentic engagement is the 

fourth and newly proposed aspect of students’ engagement. It is a combination of action 

and behavior which refers to student’s constructive contribution into what they have 

received; it is their acts of asking questions, expressing preferences, and telling the  

teacher what they need in order to create a more supportive learning environment for 

themselves (Reeve, 2013; Reeve & Shin, 2020; Reeve & Tseng, 2011). 

 

There have been several previous research concerning the use of gamified online 

quizzes done in various field all over the globe (Andreani & Ying, 2019; Campillo-

Ferrer et al., 2020; Göksün & Gürsoy, 2019; Lin et al., 2020; Poondej & 

Lerdpornkulrat, 2020; Roosta et al., 2016; Sanchez et al., 2020; Zainuddin et al., 2020). 

A study by Göksün & Gürsoy (2019) investigated the gamification activities that are 

used as a formative assessment tool based on academic achievement and student 

engagement in learning environments of science education in Turkey. The study was 



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done quantitatively by having three research groups that were two experimental groups 

in which Kahoot and Quizizz were implemented and a control group where 

conventional instruction was implemented. Similarly, Sanchez et al (2020) also 

conducted a research exploring the benefit of gamification on student learning. It 

involved 473 students of psychology department. Findings showed that students who 

completed more quizzes performed better on subsequent tests and had better scores.  

 

Another study conducted by Zainuddin et al (2020) was to investigate the differences in 

learners’ performance and perceived engagement between three intervention groups in a 

Science class, using mixed method design by involving two types of pedagogical 

intervention: traditional instruction with paper-based quizzes and gamified instruction 

with gamified e-quizzes as formative assessments. The results showed that the 

employment of innovative gamified e-quiz applications and paper-based quizzes were 

found to be effective in evaluating students’ learning performance, particularly as 

formative assessment after completing each topic. The previous mentioned studies were 

mostly done using quantitative and mixed method. Moreover, they were not happened 

in Indonesian EFL contexts. Even though there was a study conducted by Andreani and 

Ying (2019) that examined the use of a game namely PowPow to support the English 

vocabulary learning in Indonesian elementary school, this study was done quantitatively 

and it focused only on students’ enhancement on the vocabulary mastery. It did not 

investigate the aspects of students’ engagement in the classroom.  

 

Concerning the previous research aims and findings, more studies on the use of 

gamified online quizzes and its impact on students’ learning engagement in the 

classroom, especially in Indonesian EFL context is still worth doing. Therefore, this 

research attempted to fill the gap by conducting such study in Indonesian EFL 

secondary school, more specifically to investigate the use of gamified online quizzes 

outside the classroom and students’ perceived engagement in the classroom by using 

qualitative research method. Therefore, this study addressed the following research 

questions: 

1. How do students perceive the experience of using gamified online quizzes 

outside the classroom? 



Zainah, Z., & Putri, N. 

 

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2. How do students perceive their engagement by the use of gamified online 

quizzes? 

 

Methods 

This research involved 69 students of twelfth grade of Senior High School in Gresik. 

They have experienced using such gamified online quizzes (quizziz, wordwall) as 

required by the teacher for about a year. The content of the online quizzes was made 

based on the instructional materials and objectives that have been taught. In order to 

address the research questions, qualitative research method was employed. The 

instruments used were open-ended questionnaires and semi-structured interview. The 

questionnaires were distributed to all students while the semi-structured interview was 

conducted to 9 students to represent the total number of the students. Before gathering 

the data, the participants were asked for their consents to be involved in the study and 

they were also told that their identity would be kept confidential.  

 

The interviews were conducted online using voice and video call over the application, 

Whatsapp, as the agreement of both author and the participants of the study. The 

interviews were conducted in the participants’ first language, Bahasa Indonesia, to 

prevent the language barriers existed. The questionnaire items about the usefulness of 

the gamified online quizzes were mainly adapted from Hilman (2012) and the interview 

questions about students’ perceived engagement were adapted from Reeve & Tseng 

(2011). The data from questionnaires and interviews were organized, selected, and 

analyzed in order to meet the results.   

 

Results and Discussion 

Students’ Perceived Experience in Using Gamified Online Quizzes 

Table 4.1. Students’ Perceived Experience of Gamified Online Quizzes 

 
No. Category  Frequency Percentage 

1 Attractiveness 64 93% 

2 Usefulness 67 97% 

    

 



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The results from questionnaires showed that 93% students agreed that having gamified 

online quizzes outside the classroom was pleasant. Some students said that such quizzes 

could be a stress reliever after having a long day at school. In terms of usefulness, 97% 

students said that such quizzes were helpful in a sense that it helped them being 

prepared for the exams and gave them opportunities for recalling the materials given by 

the teacher. As Student 1 said in the follow up interview, “By using that quiz, I gain 

better understanding of what have been explained by my teacher in an attractive way.” 

(Student 1). It was also explained by another student “It helps me to review the 

materials so that they will stick longer in my brain.” (Student 3). 

 

Even though the students had positive experiences in having the gamified online 

quizzes, there were also obstacles that they might found. The most common problem 

was the internet connection. “It is annoying when you are very serious in doing the 

quiz, then the internet connection troubles suddenly.” (Student 2). Student 1 also 

explained “We need to have the best signal since there will be an error happened to the 

quiz server if the signal is not that strong.” (Student 1).  Aside from the issue of internet 

connection, several students mentioned the issue of duration. They felt that sometimes 

the quiz duration was too fast so that they had limited time to give the correct answer. 

Moreover, they also explained that there was no “undo” feature in the quiz so that they 

could not edit the answer given, as Student 5 mentioned “Sometimes I am not sure 

about the answer but the thing is I cannot undo or edit it.” (Student 5).   

 

The experience of having gamified online quizzes outside the classroom was perceived 

both positive and negative. The positive experiences were in terms of the attractiveness 

and usefulness brought by the platform. Students enjoyed having the gamified online 

quizzes since it gave them fun and different experience in understanding the given 

materials, even acted as a stress reliever. It was also perceived as a helpful tool because 

it helped the students to be prepared for the class as well as the exams. It was also 

perceived as a promising tool to recall and to review the previous materials in the 

classroom.  

 



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In terms of the usefulness brought by the gamified online quizzes, results of this study 

supported the previous research by Sanchez et al., (2020) which found that students who 

completed the gamified quizzes had significantly better scores on the tests. Similarly, 

the attractiveness of the gamified online quizzes were previously highlighted by 

Andreani and Ying (2019) which mentioned that such gamified online quizzes were 

considered successful in attracting students' interest in learning English.  

 

Students’ Perceived Engagement in Using Gamified Online Quizzes 

Results from the semi-structured interviews showed that there were four kinds of 

engagement appeared when students involved in the use of gamified online quizzes. 

There were behavioral, emotional, cognitive, and agentic engagement. Behavioral 

engagement refers to the students’ involvement seen from their attitudes or behavior. 

The interview question related to the behavioral engagement was about their attitudes 

when they did the quiz as well as when they had the feedback giving session from the 

teacher.  

 

There were various responses from the students such as “Of course. I listened to the 

teacher carefully during the feedback giving.” (Student 2). It was also said “I pay 

attention to the teachers while she gave us the feedback so that I can understand more.” 

(Student 9). They showed that their behavioral engagement formed as an act of listening 

to the teacher carefully. Meanwhile, student 3 perceived her engagement by asking 

questions. She said “I usually ask some questions during the feedback session.” 

(Student 3). Another form of behavioral engagement also mentioned by student 5 and 

student 8. “I tried my best to answer every question in the quiz.” (Student 5). It was also 

mentioned “Even though I do not really sure about the answer, I am still working on 

it.” (Student 8). They showed that the effort for answering the quiz is also a form of 

behavioral engagement.  

 

The notion of emotional engagement in the use of gamified online quizzes could be 

highlighted from several students. For instance, student 5 said “It is always fun to have 

the quizzes after the teacher gave the materials.” (Student 5). Moreover, it was also said 

“I am excited to have the quizzes after lesson.” (Student 2). Furthermore, student 8 



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mentioned “Even if the materials are quite hard for me, it is always fun to do the quiz, it 

is like challenging.” (Student 8). They showed that they were emotionally engaged by 

expressing their excitement of having the quiz. Another student furtherly said “When it 

comes to the end of the quiz, I feel curious about the correct answer” (Student 3). It 

expressed the curiosity as her emotional engagement in doing the quiz.  

The results of semi-structured interviews also found the notion of cognitive engagement 

from the students in various form. For instance, student 1 mentioned “Well, I am able to 

remember the materials from the quiz.” (Student 1). It was also said “Through the 

discussion, we are able to solve the quiz problem.” (Student 6). Furthermore, Student 4 

mentioned “I guess, I am improving my critical thinking skills since the quiz has 

various type of questions.” (Student 4). They showed that they were cognitively 

engaged in using the gamified online quizzes since they had their own learning 

strategies.  

 

Lastly, agentic engagement was also found in the interview process. Agentic 

engagement is related to student’s constructive contribution into what they have 

received. It can be seen in several forms. For instance, student 6 mentioned “Sometimes 

I give suggestion to prevent the quiz to be boring.” (Student 6). Moreover, it was also 

said “I expressed my feeling about what I liked and disliked from the quiz.” (Student 4). 

Furthermore, student 8 explained “After the feedback given, I usually say what I need in 

order to improve my learning progress.” (Student 8). They showed that their agentic 

engagement formed in a way they told the teacher what they need for better learning 

experience.  

 

The interview results showed that students’ perceived engagement in using such 

gamified online quizzes formed in four aspects of engagement proposed by Reeve and 

Tseng (2011) namely behavioral, emotional, cognitive, and agentic engagement. They 

showed their behavioral engagement by their efforts in doing the quizzes as well as their 

participation in the feedback giving session. Moreover, their emotional engagement 

could be seen from their excitement and curiosity of having the gamified online quizzes. 

Furthermore, the cognitive engagement could be seen from the way the students formed 

their own learning strategy as well as their recognition of their responsibility of their 



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learning. Lastly, agentic engagement was also found when they were constructively 

giving opinion for making a better learning environment. The results were 

contributively supported the previous finding by Zainuddin et al., (2020) who found that 

applying games in the classroom could be a promising tool to engage their students in 

learning process. 

  

Conclusion & recommendation  

This current study revealed that EFL secondary school students perceived the 

experiences of using gamified online quizzes positively. They perceived such quizzes as 

new, fun, and interesting way of gaining better understanding of class materials. 

Moreover, they perceived such quizzes as helpful tools to prepare them for the exams as 

well to recall the knowledge they had received in the classroom. Aside from the positive 

experience, they had also some obstacles such as the internet connection and the 

absence of edit feature for the answer. Students were also actively engaged in using the 

gamified online quizzes. They were engaged in terms of behavior, emotional, cognitive, 

and agentic. This research is limited in a sense that the results cannot be generalized to 

all classroom situations. Moreover, the future research also encouraged to have the point 

of view of the teachers as the one who prepared the gamified online quizzes in their 

classroom. Furthermore, future research can also focus specifically on certain skills.  

 

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Conflict of Interest 

No potential conflict of interest was reported.  

 

About authors  

Zahrotuz Zainiah is a master student of Universitas Negeri Surabaya majoring 

Language and Literature Education. She received her bachelor degree from the same 

University in English education program. She is interested in researching classroom 

assessment and teacher autonomy. She is currently doing her thesis proposal for 

achieving the master degree. 

https://orcid.org/ 0000-0002-2722-0287 

 

Nanin Verina Widya Putri is postgraduate student of Universitas Negeri Surabaya, 

Indonesia. Her research interests are EFL teaching, students’ self-regulated learning, 

digital literacy, assessment literacy, and teacher feedback. She has translated academic 

documents. Then, she currently focuses on her thesis examination.  

 https://orcid.org/0000-0003-1607-1914