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