Jiang and Liou (2022) conducted an action research study to assess the efficacy of Quizlet-supported collaborative vocabulary learning, which was found to positively impact students’ ability to retain and apply a greater number of words in their writing. Lin et al. (2020) employed a context-...
Quizalize is another educational tool that proposes gamified quizzes for students in the classroom. It provides school teachers with a user-friendly interface to generate, customize, and delegate quizzes to their students (España-Delgado,2023). As each tool has different functionalities, we compa...
The hurried transition to totally online courses pushed them to explore alternative technology-mediated teaching techniques such as Zoom and Quizlet to maintain the pedagogical goals of face-to-face classes (Hazaea, Bin-Hady, & Toujani, 2021; Loo, 2020; Xu, Jin, Deifell, & Angus, 2021). ...
Functioning as an online study tool, Quizlet grants users access to a diverse range of extensive datasets. Employing statistical analysis and machine learning methodologies, Quizlet aims to enhance the efficacy of studying practices for students. In the domains of economics and finance, ML ...
Ability to predict pre-class quiz performance. Actual quiz performance. Results: self-assessment does not equal quiz scores; concept mapping increased quiz scores. Themes and implications: improved performance; active learning; high-impact methods; newer concept mapping; collaborative learning; self-asses...
It was further found that 57.63% (n = 68) of the studies employed statistical methods such as factor analysis and item correlation analysis to evaluate the functionality of the close-ended items in the questionnaires, indicating that evaluation inference was supported by statistical evidence in ...
[60]. Gamification applications for the education sector include: Padlet, Blinkist, BookWidgets, Brainscape, Breakout EDU, Cerebriti, Classcraft, Mentimeter, ClassDojo, Arcademics, Coursera, Minecraft: Education Edition, Duolingo, Toovari, Edmodo Gamification, Maven, Quizlet, Goose Chase, Knowre, ...
[60]. Gamification applications for the education sector include: Padlet, Blinkist, BookWidgets, Brainscape, Breakout EDU, Cerebriti, Classcraft, Mentimeter, ClassDojo, Arcademics, Coursera, Minecraft: Education Edition, Duolingo, Toovari, Edmodo Gamification, Maven, Quizlet, Goose Chase, Knowre, ...