Improving Student Engagement and Internet Accessibility through QuizFi: A Quiz-Based Wi-Fi Reward System at South East Asian Institute of Technology, Inc


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 :

  1. 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
  2. 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
  3. ‌Hasyim, H., & Bakri, M. (2024). Advancements in Human-Computer Interaction: A Review of Recent Research. Advances: Jurnal Ekonomi & Bisnis2(4). https://doi.org/10.60079/ajeb.v2i4.327
  4. 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 Environments7(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.

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