Authors :
Mislang Riccki Rejee; Jordan Ledon Jay; Balaba Cristy Mae; Urbayo Kane Joy; Gepolani Rosemarie; Cedie E. Gabriel; Reginald S. Prudente
Volume/Issue :
Volume 10 - 2025, Issue 5 - May
Google Scholar :
https://tinyurl.com/38h8u9xd
DOI :
https://doi.org/10.38124/ijisrt/25may936
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
This study developed and evaluated QuizFi, a quiz-based reward system designed to motivate students through
gamification by offering free Wi-Fi access as a reward for correctly answering quiz questions. The system was created
primarily for first-year BSIT students at South East Asian Institute of Technology, Inc. (SEAIT), aiming to boost their
learning engagement while addressing the need for internet access—an essential tool in modern education. QuizFi includes
gamified features such as a point system, leaderboards, and reward mechanisms to make learning more interactive and
enjoyable. It was tested with 150 students through surveys and feedback forms. Results showed that 87% of students
reported increased engagement, 82% showed improved attitudes toward quizzes, and 85% expressed overall satisfaction
with the system. These findings suggest that QuizFi effectively combines education and technology to promote active learning
while helping students gain internet access. The study concludes that integrating gamified systems like QuizFi can enhance
the academic experience of students in resource-limited settings.
Keywords :
Wi–Fi, Internet Access, Satisfaction, Gamified Learning, Feedback.
References :
- Cabello, C. A., Abadiano, M. N., Mabitad, A., Pulma, D. B., & Hipe, A. (2021). Gamification in Education: The Motivation-Exploration-Implementation Theory. Turkish Online Journal of Qualitative Inquiry, 12(7), 2356–2369. https://www.researchgate.net/publication/354067508_Gamification_in_Education_The_Motivation-Exploration-Implementation_Theory
- Carmichael, D., MacEachen, C., & Archibald, J. (2021, June 15). Gamification in a learning resource for the study of Human Computer Interaction [Review of Gamification in a learning resource for the study of Human Computer Interaction]. https://rke.abertay.ac.uk/ws/portalfiles/portal/33664576/Carmichael_GamificationInALearning_Accepted_2021.df.pdf
- Hasyim, H., & Bakri, M. (2024). Advancements in Human-Computer Interaction: A Review of Recent Research. Advances: Jurnal Ekonomi & Bisnis, 2(4). https://doi.org/10.60079/ajeb.v2i4.327
- Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 1–11. https://slejournal.springeropen.com/articles/10.1186/s40561-019-0098-x
This study developed and evaluated QuizFi, a quiz-based reward system designed to motivate students through
gamification by offering free Wi-Fi access as a reward for correctly answering quiz questions. The system was created
primarily for first-year BSIT students at South East Asian Institute of Technology, Inc. (SEAIT), aiming to boost their
learning engagement while addressing the need for internet access—an essential tool in modern education. QuizFi includes
gamified features such as a point system, leaderboards, and reward mechanisms to make learning more interactive and
enjoyable. It was tested with 150 students through surveys and feedback forms. Results showed that 87% of students
reported increased engagement, 82% showed improved attitudes toward quizzes, and 85% expressed overall satisfaction
with the system. These findings suggest that QuizFi effectively combines education and technology to promote active learning
while helping students gain internet access. The study concludes that integrating gamified systems like QuizFi can enhance
the academic experience of students in resource-limited settings.
Keywords :
Wi–Fi, Internet Access, Satisfaction, Gamified Learning, Feedback.