TEACHING MATHEMATICS THROUGH QUIZIZZ GAMES TO IMPROVE HIGH SCHOOL MATH LEARNING OUTCOMES

dc.contributor.authorKhabibullaev Sherozbek Khamidulla ugli
dc.contributor.authorAlijonov Sirojiddin Husan ugli
dc.date.accessioned2025-12-29T09:30:47Z
dc.date.issued2024-05-08
dc.description.abstractThis research paper explores the effectiveness of using Quizizz games as a teaching tool to enhance high school mathematics learning outcomes. The study investigates how Quizizz, an interactive and gamified online platform, can be utilized to engage students, promote active learning, and improve their understanding and retention of mathematical concepts. The research methodology involves a quantitative analysis of pre- and post-intervention assessments to evaluate the impact of incorporating Quizizz games into the math curriculum. The findings suggest that integrating Quizizz games into high school math instruction has the potential to significantly enhance learning outcomes and foster a positive.
dc.formatapplication/pdf
dc.identifier.urihttps://americanjournal.org/index.php/ajper/article/view/2071
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/15812
dc.language.isoeng
dc.publisherAmerican Journals
dc.relationhttps://americanjournal.org/index.php/ajper/article/view/2071/1936
dc.rightshttps://creativecommons.org/licenses/by-nc/4.0
dc.sourceAmerican Journal of Pedagogical and Educational Research; Vol. 24 (2024); 17-21
dc.source2832-9791
dc.subjectQuizizz, gamified learning, mathematics education, high school, learning outcomes, student engagement, active learning, student motivation, retention of knowledge, quasi-experimental research, intervention, control group, treatment group, data collection, pre- and post-assessments, student feedback surveys, data analysis.
dc.titleTEACHING MATHEMATICS THROUGH QUIZIZZ GAMES TO IMPROVE HIGH SCHOOL MATH LEARNING OUTCOMES
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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