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SURVEY-QUESTIONNAIRE

Gamification Platforms and the Academic Performance in the


English Online Classes of the Selected
Grade 7 High School Students

Name (optional): ________________


Sex: Male Female
Recent grade in English:

1. What is the level of usage of gamification platforms in your English Online class?

1.1 KAHOOT! Always Often Sometimes Never


(4) (3) (2) (1)
We use it in our
motivational activities.
It is used by our
teacher in the
integration of the
lesson.
We use it in our
assessment/evaluation.

1.2 QUIZIZZ Always Often Sometimes Never


(4) (3) (2) (1)
We use it in our
motivational activities.
It is used by our
teacher in the
integration of the
lesson.
We use it in our
assessment/evaluation.

1.3 QUIZLET Always Often Sometimes Never


(4) (3) (2) (1)
We use it in our
motivational activities.
It is used by our
teacher in the
integration of lessons.
We use it in our
assessment/evaluation.

2. My academic performance in using gamification platforms:

Strongly Agree Disagree Strongly


Agree Disagree
a. It motivates me to listen in class.
b. It makes increases my interest in the subject.
c. It changes my learning environment.
d. It affects my self-esteem boosting my class
participation.

3. Can I see a significant relationship between the level of usage of gamification platforms and academic
performance in our English online class?

3.1. KAHOOT!, QUIZIZZ, and QUIZLET as motivational tools.

KAHOOT, QUIZZIZ, AND Strongly Agree Disagree Strongly


QUIZLET… Agree Disagree
motivate me to learn more.
create an energetic classroom
atmosphere.
Make learning fun.

3.2. KAHOOT!, QUIZIZZ, and QUIZLET in engaging students.

KAHOOT, QUIZZIZ, AND Strongly Agree Disagree Strongly


QUIZLET… Agree Disagree
help me to focus on the
subject.
help me to retain my
knowledge.
help me to become an active
learner.

3.3. KAHOOT!, QUIZIZZ, and QUIZLET in a learning environment.

KAHOOT, QUIZZIZ, AND Strongly Agree Disagree Strongly


QUIZLET… Agree Disagree
encourage me to collaborate
with my classmates using
gamification platforms.
induce competition when
played individually.
offers more challenging
features of learning.

3.4. KAHOOT!, QUIZIZZ, and QUIZLET in students’ self-esteem.

KAHOOT, QUIZZIZ, AND Strongly Agree Disagree Strongly


QUIZLET… Agree Disagree
allow me to participate in class
without hesitation.
enable me to believe in myself
more.

Recommendations:
________________________________________________________________________________________
________________________________________________________________________________________
________________________________________________. Please put my comments here, the one which I
mentioned in the messenger

Validate by:
Alex S. Sanchez

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