A Fun Reading Quiz Game (original) (raw)
Related papers
The Reading Game is a question and answer game designed to engage learners in the content of their coursework. The class of student participants creates a collective learning space where every action serves to introduce, build, or clarify concepts from the curriculum. The quality of the multiple-choice questions and the contents of the quizzes are determined by the participants who receive points for their efforts in both asking and answering questions. Participants can comment on and rate questions deemed outstanding by their peers, which directly impacts the contents of review quizzes. Participants progress to the next level of the game using their accumulated points onto asking open questions to the teachers and their cohort. Writing good questions is the winning strategy of the game. The key claim in the Reading Game is that creating questions is one of the fundamental cognitive elements that guide our conscious reasoning.
Use of Quizizz In Improving Students' Reading Skill
2021
Using various learning media in teaching reading are need to avoid the monotonous learning activities which make students easily bored. With increasingly sophisticated technological developments, teachers can apply the Quizizz application as learning media to improve students’ reading skill. The Quizizz application has characteristics such as avatars, themes, memes, and music which are very entertaining in the learning process. At the time they play the game, actually they are reading a lot and learning to understand the meaning of the reading. In addition, the Quizizz Application also has timely feedback, a review section, and repeats tests and follows new quizzes. This literature study reviews some papers in studying the implications of Quizziz and its advantages. The aim of this paper is to share the use of Quizizz Application in improving students reading skill. The findings of this study are expected can be an alternative learning media used by both teacher and students in su...
GAMES AS THE STRATEGY IN TEACHING READING FOR YOUNG LEARNERS
Games growth of the world is very fast even unstoppable. Games can be used to help educate children. Implementation of games in general education with innovative and effective learning methods. Supported with appropriate content and delivery, it is not impossible for educational games (Edugame) to become a way of learning in the future. Games can help a lot in the education world, especially to introduce children in a classroom. Games are very important for teaching English in young learners. By learning to use games students will more easily understand and enjoy the lessons given without boring children. This is an interesting way to improve student's reading skills. The aims of this paper were to introduce games as the strategy in teaching reading for young learners. The game is also very valuable for a child who starts to learn a foreign language. The advantages of using it for students, they can learn to read by using the game. By using the game will make children more active because it stimulates the development of motor nerve rough and smooth in children, creativity, exercise, and language skills improvement. Using this will also make the learning process fun because children do not feel bored with the conventional learning media, with children's games will be more enthusiastic and will enjoy. The game can be used to provide practice in all language skills and is used to practice many types of communication.
Use of Games to Improve Reading Comprehension in English for High School Students
INTED2023 Proceedings
This research aims to determine how the use of games as a learning tool influences the development of reading skills for the acquisition of new vocabulary in fifth-grade students. To demonstrate that through innovative educational and didactic practices in teaching English, favourable results can be obtained and the barriers that students show before the subject can be broken because they have the idea that learning English is difficult. A methodology was applied that involved qualitative research and the experimental method, carried out in three very important and decisive stages for the study, which used the techniques of observation, test, and interview for data collection and obtaining results. The post-test showed that 80 % of the students improved their reading skills after the implementation of the methodology. The use of games was implemented as a learning tool with different themes and words for the development of a glossary with the new vocabulary, where the student could form words based on their learning experiences. In the activities carried out during the four class periods, the students were interested and motivated to learn through different games, they even showed greater concentration in reading. In this way, they improved their fluency, and get confidence, and an appropriate tone of voice. However, there is still a need to improve the articulation of basic sounds in the pronunciation of the language and the students questioned themselves about reading aloud and reflected on it.
Quizizz as an Alternative Game for Teaching Narrative Texts to Junior High School Students
2020
The aim of this study was to any significant difference in the tenth-grade students' reading comprehension achievement of MAN 2 Palembang between those who were taught by using Quizizz and those who were not. This study applied a Quasi-experimental design. The sample of this study was 62 students which were selected by using cluster random sampling. T-test was used to analyze the data. The students' scores in the post-test of the experimental group were significantly higher than the students' scores in the post-test of the control group. It is implied that there was a significant difference in students' reading comprehension achievement in learning narrative texts of those who were taught by using Quizizz as an alternative game and those who were not.Keywords: Quizizz, alternative game, teaching, reading, narrative texts.
Need-analysis of Interactive Games of Reading Literacy for Slow Learners
Universal Journal of Educational Research, 2019
In the 21st century, the way of learning has changed based on sophisticated technology. The use of technology tools is a basic necessity in today's education. In the meantime, interactive games are one of the most famous and effective technology tools in teaching and learning. Interactive games have been used to facilitate learning of reading skills. There is a need to pay attention to reading skills to improve and encourage Literacy Numeracy Screening (LINUS) students to engage and be responsible for their own learning. Many studies have shown that interactive games are capable of helping students improve their reading skills. However, researchers found that the existing interactive games do not emphasize on reading skills. In addition, the games have failed to sustain students' attention in learning because they are not empowered with gaming elements for learning purpose. These issues indirectly have limited active participation of students. The purpose of this paper is to identify slow learners' difficulties in reading literacy and develop Reading Literacy Interactive Games by incorporating the relevant pedagogical elements namely 5 Gaming Elements for Effective e-Learning by Kapp which listed 5 principles which engage learners into subject learning. The research method focuses on following stages: requirement analysis, design and development including alpha testing by validation from expert and beta testing which is user acceptances test to support efficiency and effectiveness of the courseware for further improvement. The result from the alpha and beta testing indicates a positive feedback on Reading Literacy Interactive Games (RLIG).
Game-Based Learning in Reading Pedagogy: A Review
Cognizance Journal of Multidisciplinary Studies (CJMS), 2024
This review will discuss the integration of GBL into reading pedagogy. This reflects on the importance of addressing the critical issues of reading proficiency among learners in the Philippines. Reading is a foundational skill that has been crucial to academic success and personal development; however, Filipino learners have continuously ranked low in international assessments of reading comprehension, making it an issue that requires innovative teaching methods. Traditional pedagogies have been inadequate to develop these skills, thus it becomes imperative to seek the intervention of GBL as an innovative and engaging practice. GBL employs the aspects of games to motivate and engage learners with more interactive learning, which also makes reading enjoyable and interactive. This meta-analysis synthesizes findings from a range of studies on game-based learning (GBL) in reading pedagogy. It examines the impact of GBL on reading proficiency, engagement, and motivation. By evaluating both experimental and quasi-experimental research, this study identifies the overall effectiveness of GBL strategies, moderators influencing outcomes, and gaps in the literature.
Improving students' Reading Comprehension skill through puzzle games technique
Reading is important activity in everyday life. Reading not only obtains information but also serves as a tool to expand one is language knowledge, especially English language. Therefore, teacher need to design good learning reading. So as to grow the habit of reading as something fun for students. This pepper aims to find out how the influence of puzzle game techniques in improving the ability to read and make reading is as something fun for them. In this game technique students are required to sort cards containing the words according to their order so ad to from a good reading. In learning activities using this puzzle game technique, the teacher only acts as a judge or referee who determines the time and winner in the game. Beside that, teachers served as a director for competition among students there is no shortage. For example following another group. So students will feel challenged and try so they can win. In Puzzle game we can see how process learn the passing turned into a more active students. Or in other words, a puzzle game can encourage students to have good reading knowledge and care. Other issues, with game puzzle also help students to understand new vocabulary, and easily remember what they need to read later.
Stealth Literacy Assessments via Educational Games
Computers
Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has some potential to increase the assessment’s validity and reliability. The primary objective of this study is to examine the feasibility of a novel approach for stealthily assessing literacy skills using games in an intelligent tutoring system (ITS) designed for reading comprehension strategy training. We investigated the degree to which learners’ game performance and enjoyment predicted their scores on standardized reading tests. Amazon Mechanical Turk participants (n = 211) played three games in iSTART and self-reported their level of game enjoyment after each game. Participants also completed the Gates–MacGinitie Reading Test (GMRT), whi...
Technical and Implementation Issues in Reading Literacy Interactive Games
International Journal of Engineering and Advanced Technology
The technology-based learning process is able to influence pupils on learning and teaching, especially the use of interactive games can transform the way learning of problematic learners in reading skills. Although interactive games are said to be very effective in learning but there are still many technical and implementation shortcomings on remedial education students which identified as slow learners. This paper focuses on technical and implementation issues which restrict the effective integration of Reading Literacy Interactive Games (RLIG) in learning of reading skill among slow learners. The aim of this study is to investigate the critical issues and develop the effective RLIG in order to fulfill the slow learners’ needs. Therefore, a need-analysis was conducted to investigate the issues of technical and implementation of RLIG among slow learners. The findings revealed that there are many technical and implementation issues that restricted slow learners from adapting RLIG in ...