An Application of the Quizizz Gamification Tool to Improve Motivation in the Evaluation of Elementary School Students Noe Manuel Quispe Ccoa, Maria Elisabeth Farfan Choquehuanca*, and Fabian Hugo Rucano Paucar AbstractThe motivation of students in the evaluation is one of the most difficult processes in education because students face high levels of stress and anxiety previously, during and after the evaluation, even more so considering the situation that was experienced due to the COVID-19 health emergency. This research aims to apply the gamification tool Quizizz to improve motivation in the evaluations of Primary Education students. Mixed methods research was used in this project in order to systematically integrate quantitative and qualitative methods, was of 40 school children from state educational institutions, which carried out four processes to measure the levels of motivation in the evaluation. This paper demonstrated that students presented improvements in motivation levels and decreased stress levels due to use of Quizizz tool as an alternative in the evaluation. Index TermsGamification, evaluation, Quizizz I. INTRODUCTION The digital revolution is rapidly changing the world and humanity is making more and more use of these technological tools which permit us to optimize many activities, the new generation of children called Millennial, are a generation who was born in the digital age, basically, with technology in their pockets, they were born in a world surrounded by information and communication technologies, so that, it is uncomplicated to adapt to any technological tool [1]. Owing to this new generation, many questions are posed about how to improve their education or what requirements to implement in order to obtain more knowledge with different learning styles which are being developed more and more, because of this, educational problems have arisen. Education is facing a new challenge, which requires a redesign according to the new necessities of students, applying new methods of teaching-learning and evaluation [24]. Educational assessment is an essential part of teaching and has been applied mainly to traditional way [5]. Most students feel different emotions when they are evaluated, these emotions can be generated by various intrinsic or extrinsic factors [6]. The confinement during the pandemic caused demotivation in students, reaching high levels of stress [7]. Motivation is the positive disposition to learn and continue to do so in an autonomous way [8]. There are types of motivation that allow a better understanding of students, this motivation can be extrinsic or intrinsic depending on the factors that encourage them to perform activities for satisfaction or commitment [9, 10]. The low motivation of students to learn and participate has become a fundamental problem in modern education as a result of digital revolution; according to many scientific research, this problem is not worked out applying traditional or conventional methods because they fail to motivate and engage students actively [11, 12]. As a result of this problem, the idea of using "gamification" as a technique to boost motivation and participation of students in the evaluation was born. This term was first used by Nick Pelling in 2002 [13], gamification is used to describe the type of connection that exists between the game and many other elements, but that allows one to catch elements of real life and through these elements feel emotions that are lived [14] in education, gamification means applying games in a didactic way that allow students to develop their critical thinking, activating their educational potential, making education more entertaining in order to boost motivation of students for learning and study [15, 16]. There is a wide range of technological applications that could be employed in formative assessment of students in quest of improving their motivation, making tuition more engaging [17, 18]. The present study aims to apply the Gamification tool Quizizz for the improvement of motivation in the evaluation of primary school students. The motivation to conduct this research was due to the health emergency that we had to live because of COVID-19 lockdown, whereupon we began to use more frequently innovative learning tools for our students, all these components, which students confront, were analyzed such as stress, anxiety and the pressure they experience in traditional evaluations, we introduced the gamification tool Quizizz as an alternative to increase the levels of motivation to learn in students, seeking to lower the levels of stress and anxiety. The paper is organized as follows: In chapter II, we review some research of major relevance within the area; In chapter III, a brief concept about gamification in the evaluation process is provided; In chapter IV we will describe the methodology applied in the researchIn chapter V, the obtained results is performance and finally the chapter VI demonstrates the findings. II. RELATED WORKS In the following section, it is shown studies related to the topic of gamification in education. Maraza [19] identified the influence of online gamification International Journal of Information and Education Technology, Vol. 13, No. 3, March 2023 544 doi: 10.18178/ijiet.2023.13.3.1837 Manuscript received October 5, 2022; revised November 8, 2022; accepted November 18, 2022. Noe Manuel Quispe Ccoa and Fabian Hugo Rucano Paucar are with Faculty of Education Sciences of the Universidad Nacional de San Augustin de Arequipa, Peru (e-mail: nquispecc@unsa.edu.pe, frucano@unsa.edu.pe). Maria Elisabeth Farfan Choquehuanca is with Faculty of production and service of the Universidad Nacional de San Agustín de Arequipa, Perú. *Correspondence: mfarfanc@unsa.edu.pe (M.E.F.C.)