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The Gamification as an Evaluation Tool for Meaningful Learning of Mathematics

Table 1:

Comparison Criteria Kahoot Quizizz
Submitquestionnaires Participants can view response options. Questions are asked to the entire group using a projector or computer screen. Participants can observe the questions and answer choices on the computer screen in a different order individually
Feedback The answers to the questions presented instatistics responses to a particular question t presents messagespositively based on thecorrect or incorrect answerof immediately after theanswer.
Progress Each question has a set time to answer afterall participants can observe the podium andscore Each participant cananswer the followingquestion after he /she meets the abovequestion on yourscreen or the timeallowed to answerthat question is over.
Requirements The application requires a large screenwhere all participants can read thequestions, a projection device, smart board,Internet-connected device such as a smartphone, tablet, laptop or computer so that participants could use and answer questions A device connectedto the Internet, as asmartphone, tablet,laptop or computerwhere the instructorcould start thequestionnaire and participants wereable to answerquestions.
Development ofquestions andoptions Multiple choice questions, replies withdifferent colors, Visual elements may beincluded in the questions, True falsequestions You can use thenumber of multiplechoice answers, Bothquestions andresponse optionscould include images.The preview isavailable to developquestions.
Gamification in theapplication It is an extraordinary way to gamificarlearning, we can ask questions and contestswith students can play and learn. Is a quiz game likemultiplayer, It allowsyou to modify andcustomize thequestions to createyour own quizzes orexams in a fun andplayful way
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