Development of Game-Based Assessment Tools (GBAT) using Quizizz application for Technology and Livelihood Education (TLE) subject
Keywords:
acceptability, assessment, game-based, Quizizz, usabilityAbstract
The main objective of the study is to develop game-based assessment tools (GBAT) for the Technology Livelihood Education (TLE) subject in the Junior and Senior High School of K-12 Program using Quizizz Application. The study utilized a developmental approach to research. The students as contributors were trained to equip themselves on how to use the Quizizz Application to create game-based activities. The students as contributors created GBAT and curated them to the TLE Learning Hub developed by the researchers. Developed GBATs were evaluated by 5 experts and 24 TLE teachers to identify the level of acceptability, and the TLE Learning Hub to assess its system usability. The study adopted a Technology Acceptance Model (TAM) to measure the level of acceptability of GBAT. System Usability Scale (SUS) was adopted to assess the usability of the TLE Learning Hub. General mean was computed to identify the acceptability of the GBAT and percentile rank for the system usability of the materials. The result of this study shows that the experts and TLE teachers who served as the evaluators find the GBAT highly acceptable since all ratings from perceived usefulness, perceived ease of use, attitude towards using it, and intention to use were rated in the range of ‘Strongly Agree’. The result illustrates that the evaluators appreciate the development of the GBAT and TLE Learning Hub. It is recommended for further study to train the TLE teachers to use Quizizz and be one of the contributors in the TLE Learning Hub.
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This is an open access article under the CC BY-NC-ND license http://creativecommons.org/licenses/by-nc-nd/4.0/