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GAMIFICATION IN THE CLASSROOM: A COMPARATIVE ANALYSIS OF QUIZIZZ AND KAHOOT PLATFORMS ON STUDENT MOTIVATION AND ENGAGEMENT

Authors

  • Arslonova Madinabonu Oybek qizi

    madinabonuarslonova096@gmail.com, a student of Uzbekistan State World Languages University, English philology faculty
    Author

Keywords:

Gamification, Quizizz, Kahoot, Student Motivation, Classroom Engagement, Educational Technology, Game-Based Learning

Abstract

This research paper explores the integration of gamification in contemporary educational settings, specifically examining the comparative efficacy of two widely adopted game-based learning platforms: Quizizz and Kahoot. In the modern educational landscape, maintaining high levels of student motivation and engagement is a persistent challenge for educators. Gamification—the application of game-design elements in non-game contexts—presents a viable solution by transforming traditional assessments into interactive experiences. This study presents a comparative analysis focusing on how these platforms influence learner dynamics, intrinsic motivation, and classroom participation. While Kahoot leverages a synchronous, teacher-paced competitive model that fosters high-energy, collective classroom excitement, Quizizz offers an asynchronous, student-paced approach that prioritizes individualized learning paths and immediate feedback. The preliminary conceptual framework established in this article sets the stage for evaluating the psychological and pedagogical implications of both platforms on student learning outcomes.

References

España-Delgado, J. A. (2023). Kahoot, Quizizz, and Quizalize in the English class and their impact on motivation. HOW, 30(1),

Itsnaini, N. S., Asmara, C. H., & Pongpan, K. (2023). Students' perspectives on using "Quizizz" apps to assess learning. Journal Universitas Muhammadiyah Gresik Engineering, Social Science, and Health International Conference (UMGESHIC), 2(1)

Küçükali, E. (2024). Differential effects of game-based learning platforms on ESL university students: A comparative analysis of Kahoot, Jeopardy, and Bamboozle. CEUR Workshop Proceedings, 4043

Sercanoğlu Öden, M., Bolat, Y. İ., & Goksu, İ. (2021). Kahoot! as a gamification tool in vocational education: More positive attitude, motivation and less anxiety in EFL. Journal of Computer and Education Research, 9(2)

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Published

2026-07-15