Gamification in Learning: The Application of Kahoot and Quizizz to Enhance Student Participation

Authors

  • Muthia Zahara Universitas Islam Negeri Mahmud Yunus Batusangkar Author
  • Pooja Sharma Kala Government Doon Medical College, Dehradun Author
  • Bernard Ricardo National University of Singapore Author

Keywords:

Gamification, Kahoot, Student Participation, Quizizz

Abstract

The advancement of digital technology in education opens new opportunities to optimize the learning process. Gamification, as a modern learning approach that integrates game elements, has been proven to significantly increase student motivation and participation. This study aims to examine the application of Kahoot and Quizizz as gamification media in the learning process to enhance active student participation in the classroom. The method used is mixed methods, with quantitative data collected through questionnaires and digital quiz results, as well as qualitative data through observations and interviews with teachers and students. The results show that consistent use of Kahoot and Quizizz can increase student participation by up to 85%, and significantly improve learning outcomes compared to conventional teaching methods. In conclusion, gamification facilitated by Kahoot and Quizizz can be an effective strategy to create more interactive, enjoyable, and meaningful learning, thus recommended for widespread implementation in formal education contexts in Indonesia.

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Published

2025-06-30

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How to Cite

Gamification in Learning: The Application of Kahoot and Quizizz to Enhance Student Participation. (2025). Education Journal, 1(1), 23-32. https://journal.zmsadra.or.id/index.php/edunalar/article/view/15