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Which Online Quiz Platform Works Best for Arabic at Senior High School?: A Comparative Empirical Study of Blooket, Quizizz, Wordwall, and Kahoot

Langkawi: Journal of The Association for Arabic and English · Vol. 11 No. 2 (2025) · pp. 380–395

DOI
10.31332/lkw.v11i2.11637
ISSN
2549-9017, 2460-2280
Published
2025-12-19
Publisher
Institut Agama Islam Negeri Kendari
License
creativecommons.org/licenses/by-nc-sa/4.0

Abstract

Gamification has emerged as a transformative approach in language education, especially for digitally native senior high school students who thrive in interactive and engaging environments. This study presents a comparative empirical analysis of four gamified online interactive quiz platform (Blooket, Quizizz, Kahoot, and Wordwall) in their effectiveness for Arabic language learning at senior high school. Leveraging a quasi-experimental pretest-posttest design, thirty-eight students were divided into experimental and control groups based on existing classes. After a five-session intervention, a 30-item posttest was administered, and the results were statistically analyzed using paired sample t-test and one-way ANOVA. The results showed no significant differences in post-test scores across the four platforms, indicating comparable effectiveness in supporting student learning outcomes. However, t-test results revealed a greater score improvement with Blooket, a finding consistent with students’ strong preference for this platform. The higher engagement offered by Blooket’s varied and complex gamification features suggests that platform design may substantially influence learner motivation and performance, in line with existing literature on gamified learning environments. This study enriches the discourse on game-based learning (GBL), emphasizing the value of digital tools in fostering effective and enjoyable classroom experiences.

Collaboration network of the authors

9 authors · 21 co-authorship links · 3 across different organisations

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  • Universitas Muhammadiyah Gorontalo
  • Universitas Islam Negeri Sultan Amai Gorontalo
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
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Co-authorOrganisationJoint articles
Hairuddin HairuddinUniversitas Islam Negeri Sultan Amai Gorontalo1
Suleman D. KadirUniversitas Islam Negeri Sultan Amai Gorontalo1
Saifuddin AminAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2549-9017/works, first harvested 29 Okt 2026, last seen 29 Okt 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Which Online Quiz Platform Works Best for Arabic at Senior High School?: A Comparative Empirical Study of Blooket, Quizizz, Wordwall, and Kahoot</dc:title><dc:creator>Doni, Chaterina Puteri</dc:creator><dc:creator>Hasibuan, Renni</dc:creator><dc:creator>Muhammad Jundi</dc:creator><dc:creator>Saleh, Sriwahyuningsih R</dc:creator><dc:creator>Pakaya, Nurul Aini</dc:creator><dc:creator>Sarif, Suharia</dc:creator><dc:description>&lt;jats:p&gt;Gamification has emerged as a transformative approach in language education, especially for digitally native senior high school students who thrive in interactive and engaging environments. This study presents a comparative empirical analysis of four gamified online interactive quiz platform (Blooket, Quizizz, Kahoot, and Wordwall) in their effectiveness for Arabic language learning at senior high school. Leveraging a quasi-experimental pretest-posttest design, thirty-eight students were divided into experimental and control groups based on existing classes. After a five-session intervention, a 30-item posttest was administered, and the results were statistically analyzed using paired sample t-test and one-way ANOVA. The results showed no significant differences in post-test scores across the four platforms, indicating comparable effectiveness in supporting student learning outcomes. However, t-test results revealed a greater score improvement with Blooket, a finding consistent with students’ strong preference for this platform. The higher engagement offered by Blooket’s varied and complex gamification features suggests that platform design may substantially influence learner motivation and performance, in line with existing literature on gamified learning environments. This study enriches the discourse on game-based learning (GBL), emphasizing the value of digital tools in fostering effective and enjoyable classroom experiences.&lt;/jats:p&gt;</dc:description><dc:publisher>Institut Agama Islam Negeri Kendari</dc:publisher><dc:date>2025-12-19</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.31332/lkw.v11i2.11637</dc:identifier><dc:identifier>10.31332/lkw.v11i2.11637</dc:identifier><dc:source>Langkawi: Journal of The Association for Arabic and English; Vol 11 No 2 (2025); 380-395</dc:source><dc:source>2549-9017</dc:source><dc:source>2460-2280</dc:source><dc:relation>https://ejournal.iainkendari.ac.id/index.php/langkawi/article/download/11637/3798</dc:relation><dc:rights>https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights></oai_dc:dc>