Battling against Motivational Challenges in EFL Classroom through Quizizz: A Novice and Experienced Educators' Reflective Practice
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| Title: | Battling against Motivational Challenges in EFL Classroom through Quizizz: A Novice and Experienced Educators' Reflective Practice |
|---|---|
| Language: | English |
| Authors: | Tono Suwartono, Wakhudin Wakhudin, Testiana Deni Wijayatiningsih |
| Source: | Educational Process: International Journal. Article e2026024 2026 21. |
| Availability: | UNIVERSITEPARK Limited. iTOWER Plaza (No61, 9th floor) Merkez Mh Akar Cd No3, Sisli, Istanbul, Turkey 34382. e-mail: editor@edupij.com; Web site: http://www.edupij.com/ |
| Peer Reviewed: | Y |
| Page Count: | 13 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Junior High Schools Middle Schools Secondary Education |
| Descriptors: | English (Second Language), Second Language Learning, Student Motivation, Educational Games, Junior High School Students, Learning Motivation, Program Effectiveness, Psychological Patterns, Video Games, Technology Uses in Education, Foreign Countries |
| Geographic Terms: | Indonesia |
| ISSN: | 2147-0901 2564-8020 |
| Abstract: | Background/purpose: Fun learning is one of the key factors determining student achievement. Happy learners are more likely to experience enhanced retention, motivation, and cognitive abilities. As technology advances, teachers can use media such as games in classroom activities to help students overcome the challenges of learning English as a foreign language. This study aims to promote student motivation in learning English using Quizizz educational games. Materials/methods: Action research involving two university graduates majoring in English language teaching, a mentor teacher, a professor, and a cohort of 35 students was conducted in a state junior high school in the town of Banyumas, Indonesia. The data was collected via classroom observations and questionnaires. The data were analyzed using descriptive statistical techniques. Results: Results showed a rise in student learning motivation following the intervention across research cycles. It is most likely that the results have reached the predefined criteria for intervention success with revised plans over time, because in practice, Quizizz provided a pleasant learning atmosphere, minimized academic boredom, and encouraged students to compete. Furthermore, the achievement was most probably attributed to reflective practice among parties involved in the collaborative classroom action project. Conclusion: In summary, apart from its status as a common persistent issue in EFL classes, students' low learning motivation can be promisingly raised through the adoption of Quizizz within the framework of a classroom action research study. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1500403 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1500403 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1500403 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Battling against Motivational Challenges in EFL Classroom through Quizizz: A Novice and Experienced Educators' Reflective Practice – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Tono+Suwartono%22">Tono Suwartono</searchLink><br /><searchLink fieldCode="AR" term="%22Wakhudin+Wakhudin%22">Wakhudin Wakhudin</searchLink><br /><searchLink fieldCode="AR" term="%22Testiana+Deni+Wijayatiningsih%22">Testiana Deni Wijayatiningsih</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Educational+Process%3A+International+Journal%22"><i>Educational Process: International Journal</i></searchLink>. Article e2026024 2026 21. – Name: Avail Label: Availability Group: Avail Data: UNIVERSITEPARK Limited. iTOWER Plaza (No61, 9th floor) Merkez Mh Akar Cd No3, Sisli, Istanbul, Turkey 34382. e-mail: editor@edupij.com; Web site: http://www.edupij.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 13 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Junior+High+Schools%22">Junior High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Learning%22">Second Language Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Junior+High+School+Students%22">Junior High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Motivation%22">Learning Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Psychological+Patterns%22">Psychological Patterns</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Indonesia%22">Indonesia</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2147-0901<br />2564-8020 – Name: Abstract Label: Abstract Group: Ab Data: Background/purpose: Fun learning is one of the key factors determining student achievement. Happy learners are more likely to experience enhanced retention, motivation, and cognitive abilities. As technology advances, teachers can use media such as games in classroom activities to help students overcome the challenges of learning English as a foreign language. This study aims to promote student motivation in learning English using Quizizz educational games. Materials/methods: Action research involving two university graduates majoring in English language teaching, a mentor teacher, a professor, and a cohort of 35 students was conducted in a state junior high school in the town of Banyumas, Indonesia. The data was collected via classroom observations and questionnaires. The data were analyzed using descriptive statistical techniques. Results: Results showed a rise in student learning motivation following the intervention across research cycles. It is most likely that the results have reached the predefined criteria for intervention success with revised plans over time, because in practice, Quizizz provided a pleasant learning atmosphere, minimized academic boredom, and encouraged students to compete. Furthermore, the achievement was most probably attributed to reflective practice among parties involved in the collaborative classroom action project. Conclusion: In summary, apart from its status as a common persistent issue in EFL classes, students' low learning motivation can be promisingly raised through the adoption of Quizizz within the framework of a classroom action research study. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1500403 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1500403 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 13 Subjects: – SubjectFull: English (Second Language) Type: general – SubjectFull: Second Language Learning Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Junior High School Students Type: general – SubjectFull: Learning Motivation Type: general – SubjectFull: Program Effectiveness Type: general – SubjectFull: Psychological Patterns Type: general – SubjectFull: Video Games Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Indonesia Type: general Titles: – TitleFull: Battling against Motivational Challenges in EFL Classroom through Quizizz: A Novice and Experienced Educators' Reflective Practice Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Tono Suwartono – PersonEntity: Name: NameFull: Wakhudin Wakhudin – PersonEntity: Name: NameFull: Testiana Deni Wijayatiningsih IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 2147-0901 – Type: issn-electronic Value: 2564-8020 Numbering: – Type: volume Value: 21 Titles: – TitleFull: Educational Process: International Journal Type: main |
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