THE IMPACT OF QUIZIZZ-BASED GAMES ON IT STUDENTS’ ENGAGEMENT AND SELF-DIRECTED LEARNING FREQUENCY

Authors

  • Vũ Thùy Linh
  • Nguyễn Thị Phương Loan
  • Lê Minh Trang

Keywords

English for Specific Purposes (ESP), Gamification, Quizizz, Self-directed learning, Student engagement.

Abstract

Gamification has become prevalent in language education to enhance learner motivation and engagement. However, Information Technology (IT) students in English for Specific Purposes (ESP) contexts often encounter challenges in acquiring technical vocabulary, leading to low participation. This study investigated the impact of Quizizz on multidimensional classroom engagement and the frequency of self-directed learning (SDL) among 60 IT students at Hai Phong University. Employing a mixed-methods design, data were collected via pre and post surveys, Quizizz activity logs and semi-structured interviews. Quantitative data were analyzed using paired-sample t-tests, while qualitative data underwent thematic analysis. The results demonstrated a statistically significant improvement in both classroom engagement and SDL frequency after the intervention. Qualitative findings suggest that gamified elements such as leaderboards and instant feedback fostered a more dynamic learning environment and enhanced engagement across behavioral, cognitive, emotional, and social dimensions. 

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Published

2026-07-31