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Quizizz is a teaching and learning method based on technology, which can be used in schools and other educational institutions. Quizizz is a creativity software that can be used in class, group works, pre-test review, exams, unit test and impromptu tests and it allows multiplayer and teachers are online at the same time.

Students can use Quizizz on any electronic devices with browse, like, laptops, iPads and smartphones. Quizizz can be used as a 'check' machine that reveals how the students know about the knowledge and teachers can use Quizizz to assign students some homework.

Overview
Quzizizz is a same educatinoal technique with Kahoots, but it still has some slight differences with Kahoot!, Kahoot only used for real-time formative evaluation, testing, questionnaires, and discussions in the classroom. Quizizz lists two different application modes. One is to form a formative evaluation in real time in the classroom, and the other is to be arranged by the teacher to the student as an extracurricular assignment.

Simultaneously, Kahoot must use the whole class together; even if one of the classmates answers the question, then the student needs to wait for rest of the students answer the question then enter the next topic. But Quizizz is different, students wait differently and can follow their own schedule. Another big difference between Quizizz and Kahoot is that Kahoot is a teacher-dominated guide that all the questions and answers only on teachers' devices, but Quizizz is more like a student-dominated guide that students can know the questions and answers on their own devices. This application is quite simple to use for students; students can sign up by using their Google account, then they can start to use Quizizz. For teachers, they are using directly as well, after sign up click the 'create a quiz' at the top of the page, then start to create the questions that relate to students' courses.

History and development
Quizizz was founded by Antik Gupta and Deepak Joy Cheenath in 2015, and it started to use in a school in Bengaluru, India. Quizizz is a web 2.0 tool, it has built a learning stage for both pedagogies, learners and parents to help teachers and parents to check children's homework and exams and bring those tasks into a self-paced game.

In August 2018, the CEO of Quizizz, Antik Gupta held a conference, there has attained 10 million active users, and they raise $3 million in funding, which is such big milestone for those two founders of Quizizz. They are using fundings to support new creations that can help learners overcome specific standard requirements that gave from states, schools, parents or Education Bureau.

In 2018, in the United States, nearly half of schools have been using Quizizz, and 500 million questions answered in each month in 2018.

Use experience of Quizizz
Quizizz can be used in any teaching and learning areas, a teacher uses Quizizz to link students' engagement of study in an accounting and business class in university, or teacher uses this online education app or students who are in a Spanish Language course 2.

In accounting and business class, using Quizizz is a better way to keep students are listening and avoid some students distracted.

In 2017 a high school in New Mexico, Los Alamos Public Schools, a physic teacher said, he will recommend Quizizz to every teacher, and his students said this app would put their personality, interest and ability into study.

A researcher from Rutgers University picked a group of students who are undergraduate and major in Mathematics. Mathematics is often viewed as a subject that use traditional method to teach in the past and now, but the researcher found that after those students learnt from Quzizz and test from it, teachers said it decrease theirs' pressure of teaching preparation and students felt more flexible and exciting than before just use traditional method.

Impacts of using Quizizz
Educational Technology can also be viewed as Gamification Technique, it is using the way of creating games into learning and teaching areas, so Kahoot, Socrative, iClicker and Quizizz both of them are examples of gamification technique. Educators are frequently use Quizizz in class to creating occasional test and it is increase students' participation.

There is research on how gamification technique can increase students' motivation and engagement in the classroom. The Polytechnic Muadzam Shah Pahang in Malaysia, students who are in Database Design subject divided into two groups, one is using Quizizz throughout the whole semester, another group use it in some particular events. The final observation shows that those students who use Quizizz over the semester are more engaged and motivated than those who are not.

At the same time, some students are taking the initiative in reviewing the knowledge, because students want to be the best. They are aggressive and competitive, according to the research from Bina Nusantara University, researchers are only looking for the impacts in Computer science' students who are in undergraduate level. They definitely believe that educational technology, like Quizizz, which is a good way to keep students in motivated and students are able to increase their interest in learning and get better grades, but also there have some drawbacks of using Quizizz, which is students will become more individualism, they are not willing to help other students who are in trouble. Another case that uses Quizizz is in Sultan Idris Education University Malaysia, an Arabic Class. For non-native speaker Arabic is quite hard to learn, the researcher uses this method to test around 90 students in three sections, educators by using Quizizz to test students' measurement of the knowledge and enhance their interests of the new language during the period. According to the survey, educators found students are more active to answer questions which set up by researchers, and more focus on the topic and course.