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
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  Data: Battling against Motivational Challenges in EFL Classroom through Quizizz: A Novice and Experienced Educators' Reflective Practice
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  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>
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  Data: <searchLink fieldCode="SO" term="%22Educational+Process%3A+International+Journal%22"><i>Educational Process: International Journal</i></searchLink>. Article e2026024 2026 21.
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  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/
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  Data: Y
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  Data: 13
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  Data: Journal Articles<br />Reports - Research
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  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>
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  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>
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  Label: Geographic Terms
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  Data: <searchLink fieldCode="DE" term="%22Indonesia%22">Indonesia</searchLink>
– Name: ISSN
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  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.
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 13
    Subjects:
      – SubjectFull: English (Second Language)
        Type: general
      – SubjectFull: Second Language Learning
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      – SubjectFull: Student Motivation
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      – SubjectFull: Educational Games
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      – SubjectFull: Junior High School Students
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      – SubjectFull: Learning Motivation
        Type: general
      – SubjectFull: Program Effectiveness
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      – SubjectFull: Psychological Patterns
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      – SubjectFull: Video Games
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      – SubjectFull: Technology Uses in Education
        Type: general
      – SubjectFull: Foreign Countries
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      – SubjectFull: Indonesia
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    Titles:
      – TitleFull: Battling against Motivational Challenges in EFL Classroom through Quizizz: A Novice and Experienced Educators' Reflective Practice
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            NameFull: Wakhudin Wakhudin
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            NameFull: Testiana Deni Wijayatiningsih
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              Y: 2026
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