Kahoot! or Quizizz: the Students’ Perspectives
Yudi Basuki
1
, Yeni Nurmala Hidayati
2
STKIP PGRI Trenggalek, Jl. Supriyadi 22 Trenggalek
1
,
IIK Bhakti Wiyata Kediri, Jl. K.H. Wachid Hasyim 65 Kediri
2
{jude.q13@gmail.com
1
, yeninurmal4@gmail.com
2
}
Abstract. Kahoot! and Quizizz are e-learning web-apps commonly used in
conducting online quizzes. This research was aimed at: (1) knowing the students'
perceptions of Kahoot! and Quizizz's efficacy in a daily online quiz, (2) figuring
out the students' choices and (3) finding out their reasons. The research design was
qualitative research concerning phenomenological studies with a sample of 250
students of English Education Department of STKIP PGRI Trenggalek. It used a
close-ended questionnaire to collect the data of the students' perceptions. Data
analysis of the questionnaires was analyzed quantitatively by implementing the
Likert scale. Research findings of the first questionnaire toward Kahoot! and
Quizizz's efficacy gained supportive responses with a total score of 15.484. The
second questionnaire toward the students' choices and their reasons resulted in the
total score 15.002 (Quizizz) and 12.248 (Kahoot!). In conclusion, Quizziz was
more effective to foster students' enthusiasm for learning and better than Kahoot!
for some reasons.
Keywords: Kahoot!, Quizizz, perception.
1 INTRODUCTION
Nowadays, quiz is one of the classroom activities that cannot be abandoned. It is a competition
through a game which the students answer questions given by the teachers [1]. In today digital
era, the advancement of ICT (Information and Communication Technology) has shifted the
teaching-learning paradigm rapidly [2] [3]. Thus, e-learning has emerged from traditional
learning that Kahoot! and Quizizz are kind of e-learning web-apps commonly used in conducting
online quizzes in daily teaching-learning practices in the classroom.
Kahoot! is a platform that can make students able to collaborate as well as compete through
interactive quiz-games [4]. It is as one of the media used as an ice-breaking session to carry online
quizzes [5]. The recent study on Kahoot! purportedly offers a large number of advantages and
enables teachers to be creative and students to be motivated, intrinsically and extrinsically [6].
Students were motivated to be attentive on the backdrop that they wanted to perform well in
Kahoot!s. This, in turn, motivated students to engage with the lecturer, peers and lecture content.
Kahoot! also motivated competition in the classroom, where students were driven to see their
names at the top of the leaderboard, and thus, were more attentive during lectures and related
discussions [7].
ELLIC 2019, April 27, Semarang, Indonesia
Copyright © 2019 EAI
DOI 10.4108/eai.27-4-2019.2285331