The effect of gamified e-quiz on EFL vocational students' reading comprehension achievement
Keywords:
gamified quiz, quizizz, proprofsAbstract
This study investigated the comparative effects of gamified and conventional electronic quizzes on the reading comprehension achievement of Indonesian EFL vocational students. Employing a quasi-experimental nonequivalent control group pretest–posttest design, the study involved 72 tenth-grade students from a public vocational high school in East Java, Indonesia. The experimental group (n = 36) was assessed using a gamified e-quiz platform (Quizizz), while the control group (n = 36) used a conventional e-quiz platform (ProProfs). Both groups received identical instructional materials and reading comprehension instruction focusing on descriptive texts over a six-week intervention period. Data were collected through a validated 30-item multiple-choice reading comprehension test administered as both pretest and posttest. Statistical analysis using independent samples t-test revealed a statistically significant difference in posttest scores between the two groups (p < .05), with the control group outperforming the experimental group. The effect size was large (Cohen’s d = −1.56), indicating a substantial practical difference favoring the conventional e-quiz platform. The findings suggest that, for cognitively demanding tasks such as EFL reading comprehension, conventional e-quiz formats with minimal extraneous features may support deeper cognitive processing more effectively than highly gamified assessments. This study contributes to the growing body of research on technology-enhanced assessment by highlighting the importance of aligning digital assessment design with cognitive task demands, particularly in vocational EFL contexts.
