Assessing Quizizz as a gamified teaching tool in higher education: A study of Spanish Education undergraduates’ perceptions based on academic performance

  • Abstract
  • Literature Map
  • References
  • Similar Papers
Abstract
Translate article icon Translate Article Star icon
Take notes icon Take Notes

Gamification in higher education supports instruction and develops key competences. Quizizz is an extended gamified tool increasingly used in teaching contexts. While previous studies have primarily focused on their motivational potential, fewer studies have examined how students’ academic performance relates to their perceptions of these tools. Understanding whether higher-achieving students assess gamified tools more positively can provide educators with insights for designing more effective learning environments. This study, framed within a quantitative ex-post facto design, aimed to explore education undergraduates’ assessments of Quizizz as a teaching resource. A total of 263 Spanish university students enrolled in two education-related programs at the University of Salamanca (Spain) participated. Additionally, significant differences were observed in students’ assessments based on both their subject exam and final grades. Students who obtained “Excellent” marks consistently gave more favourable assessments of Quizizz, especially in terms of its perceived benefits for reviewing content, increasing motivation, and supporting learning, among others. These findings highlight the importance of considering academic performance when interpreting student feedback on educational tools. In conclusion, while gamification is generally well received, it should be applied thoughtfully and in combination with other analogue and digital resources to ensure a balanced and pedagogically sound learning environment.

ReferencesShowing 10 of 30 papers
  • Open Access Icon
  • PDF Download Icon
  • Cite Count Icon 5
  • 10.37073/puriq.4.1.239
Quizizz y su aplicación en el aprendizaje de los estudiantes de la carrera profesional de idioma extranjero
  • Jan 16, 2022
  • Puriq
  • Hillary Eddy Robles Gonzales + 2 more

  • Open Access Icon
  • PDF Download Icon
  • Cite Count Icon 4
  • 10.35699/1983-3652.2022.36941
Percepciones de los estudiantes de posgrado ante la gamificación del aula con Quizizz
  • Jan 27, 2022
  • Texto Livre
  • Marta Magadán-Díaz + 1 more

  • Cite Count Icon 236
  • 10.1016/j.compedu.2019.103729
The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
  • Oct 24, 2019
  • Computers & Education
  • Zamzami Zainuddin + 3 more

  • Cite Count Icon 34
  • 10.1109/educon46332.2021.9454038
Role of gamification in Engineering Education: A systematic literature review
  • Apr 21, 2021
  • Ar Anil Yasin + 1 more

  • Cite Count Icon 5
  • 10.69821/remuvac.v1i1.19
Hacia un aprendizaje significativo de matemáticas: identificación y superación de dificultades en números enteros
  • Mar 26, 2024
  • Revista Multidisciplinaria Voces de América y el Caribe
  • Dayanis Aguas-Viloria + 1 more

  • Open Access Icon
  • 10.33386/593dp.2024.5.2679
Herramienta de gamificación Quizizz en el rendimiento académico del estudiante de bachillerato
  • Sep 10, 2024
  • 593 Digital Publisher CEIT
  • Alexandra Ramírez-Caraguay + 2 more

  • Open Access Icon
  • PDF Download Icon
  • 10.51817/jas.v2i2.35
EFL STUDENTS’ PERCEPTION ON USING QUIZIZZ APPLICATION: A SURVEY STUDY
  • Dec 30, 2021
  • Journal of Asian Studies: Culture, Language, Art and Communications
  • Suharni Suharni + 2 more

  • Open Access Icon
  • 10.4995/inred2021.2021.13438
El uso de Kahoot! como herramienta divertida de autoevaluación para estudiantes universitarios
  • Jul 13, 2021
  • Inigo Garcia-Rodriguez + 1 more

  • 10.58663/riied.vi8.170
Innovación docente y Metodologías Activas: Conceptos y relaciones
  • Aug 7, 2024
  • Revista Iberoamericana de Investigación en Educación
  • Lenia González García

  • 10.56712/latam.v5i6.3280
La herramienta de gamificación Quizizz en el desempeño académico de los estudiantes de historia de primer año de bachillerato
  • Jan 10, 2025
  • LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades
  • Isolina Elizabeth Quinde Ponce + 4 more

Similar Papers
  • Research Article
  • 10.55849/jnhl.v2i1.922
Quizzz! As A Tool For Innovative Educational Gamification In Higher Education
  • May 21, 2024
  • Journal Neosantara Hybrid Learning
  • Fitriah Handayani + 4 more

Quizizz is a very useful gamification tool for use in innovative education in higher education. By using quizizz, can help and interest students in learning. In addition, by using Quizizz, can increase creativity, and can help evaluate learning easily. This research was conducted with the aim of seeing how effective the use of Quizizz is in higher education. Because in fact, the Quizizz application is a game-based application, which can involve the participation of all students in playing in class. The method used by researchers in examining Quizizz as a Tool for Gamification of Innovative Education in Higher Education is to use quantitative methods. The data obtained by the researcher was obtained from the results of the distribution of questionnaires. The distribution of the questionnaire carried out by the researcher was done online by using the Google From software. The results of the data acquisition will also be tested again using the SPSS application. From the research results, it can be known that Quizizz is very useful to be used in innovative education in higher education. Innovative education can be interpreted as a skillful, critical, and creative education. Therefore, Quizizz is very appropriate to be used as an innovative educational gamification tool in higher education, because Quizizz can present different learning materials than previous learning materials. From this research, researchers can conclude that with Quizizz, it can enable teachers to identify material that has not been mastered by students, and can measure the level of skills that have been improved by students. In addition, the use of Quizizz as gamification in universities can also train students independently to learn, such as making questions, as well as other interesting games that will be used to learn.

  • Book Chapter
  • Cite Count Icon 1
  • 10.4018/978-1-7998-1306-4.ch021
Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education
  • Jan 1, 2020
  • Ahmed Karam Yousof

The chapter presents the results of a systematic analysis of published works on utilizing gamification in higher education. The analysis sheds light on the positives and challenges of using gamification in education. The author investigated the studies that tackled the use of gamified learning in various educational environments and contexts. Although the literature has focused on the general use of gamification, previous research did not highlight other positives and negatives that may result from the use of gamified learning in the classroom. In addition, there was minimal focus on the role of gameplay elements in promoting and/or hindering the use of gamification in higher education. Results of this systematic analysis showed that the use of gamification in higher education is associated with three main elements: pedagogy, design, and behavior. Benefits and challenges of utilizing gamification in the classroom are discussed in light of those elements.

  • Book Chapter
  • 10.4018/978-1-6684-3710-0.ch063
Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education
  • Jan 1, 2022
  • Ahmed Karam Yousof

The chapter presents the results of a systematic analysis of published works on utilizing gamification in higher education. The analysis sheds light on the positives and challenges of using gamification in education. The author investigated the studies that tackled the use of gamified learning in various educational environments and contexts. Although the literature has focused on the general use of gamification, previous research did not highlight other positives and negatives that may result from the use of gamified learning in the classroom. In addition, there was minimal focus on the role of gameplay elements in promoting and/or hindering the use of gamification in higher education. Results of this systematic analysis showed that the use of gamification in higher education is associated with three main elements: pedagogy, design, and behavior. Benefits and challenges of utilizing gamification in the classroom are discussed in light of those elements.

  • Research Article
  • 10.31110/2413-1571-2022-033-1-007
HIGHER EDUCATION GAMIFICATION: THE TRINITY OF PBL AS A TOOL FOR EDUCATIONAL PROCESS MODERNIZATION
  • Apr 2, 2022
  • Physical and Mathematical Education
  • Viktoriіa Savitska + 1 more

Formulation of the problem. The article is devoted to the problems of modernization of the educational process in higher education based on the use of game technologies and their elements. The relevance of the study is due to the identified opportunities for the trinity of PBL (Points, Badges, and Leaderboards) as a tool to increase learning motivation among students. Materials and methods. The methodological basis is generally theoretical and empirical research methods. A review of modern scientific literature, periodicals, and scientific and methodological sources on the problem of gamification of higher education, their analysis, structuring, interpretation, and construction of logical conclusions was fulfilled. Systematization of prospects for the development of gamification in higher education using SWOT analysis was carried out. Results. The article considers the content of the main scientific approaches to the definition of "gamification in higher education". Problems and possibilities of using the game component of PBL in the educational process of higher education institutions are analyzed. Innovative variants of the application of the most universal game components of PBL in the educational process of higher school in the study of any discipline are offered. The study allowed substantiating the feasibility of gamification in higher education based on the results of generalization of theoretical sources, analytical information, and SWOT analysis. Conclusions. Based on the literature analysis, options for using the PBL trinity as a tool for modernizing the educational process in higher education are proposed. The use of game techniques, taking into account the trinity of PBL in the educational process, can be one of the mechanisms to increase students' motivation and interest in learning disciplines, improve their involvement in learning, and heighten the level of competencies they acquire. The obtained results can be applied in designing various educational courses in the study process where game technologies are used.

  • Research Article
  • 10.54660/ijsser.2024.3.1.218-229
The Efficacy of Gamification in U.S. Higher Education: A Review: Investigating the Impact, Acceptability, and Potential Drawbacks of Game-Based Learning in Universities and Colleges
  • Jan 1, 2024
  • International Journal of Social Science Exceptional Research
  • Fadeke Adeola Atobatele + 1 more

This study provides a comprehensive analysis of the efficacy of gamification in higher education within the United States. It aims to investigate the impact, acceptability, and potential drawbacks of game-based learning strategies in universities and colleges. The methodology employed is a systematic literature review and content analysis, focusing on peer-reviewed articles, educational reports, and case studies published between 2013 and 2023. The study synthesizes key insights into the role of gamification in enhancing student engagement and academic performance, while also considering the challenges and future prospects of its implementation. Key findings reveal that gamification, when aligned with educational goals, can significantly enhance student motivation and engagement, potentially leading to improved learning outcomes. However, challenges such as ensuring pedagogical effectiveness and addressing diverse learning styles are noted. The study also highlights the importance of standards and regulatory frameworks in the successful integration of gamification strategies. The future landscape of gamification in higher education is marked by opportunities for growth through technological advancements, yet it faces challenges in balancing educational objectives with engaging game elements. Strategic recommendations for educators and policymakers include focusing on pedagogically sound gamified experiences and developing supportive policies and frameworks. The study suggests that gamification presents a dynamic and innovative approach to education, with the potential to transform learning experiences. Future research directions include longitudinal studies to assess long-term impacts, exploration of gamification's integration with emerging technologies, and examination of its scalability in diverse educational settings.

  • Research Article
  • Cite Count Icon 63
  • 10.14201/teri.20625
Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios
  • Jan 1, 2020
  • Teoría de la Educación. Revista Interuniversitaria
  • Joel Manuel Prieto Andreu

Los materiales educativos gamificados ponen el acento en la experiencia interactiva del sujeto, en su implicación y toma de decisiones autónoma con relación al objeto de conocimiento, información que no recibe de forma homogénea y pasiva, sino que lo construye a través de la acción personalizada del juego en un entorno digitalizado. La gamificación en educación superior puede aportar a los estudiantes mejores oportunidades para desarrollar habilidades de compromiso, aumentando su motivación y haciéndoles más interesados por lo que están aprendiendo. El propósito de esta revisión es recoger información, sintetizar e integrar los trabajos publicados sobre la influencia de la gamificación con la motivación y el aprendizaje del alumnado. Con ello, se pretende establecer el estado actual de conocimiento sobre gamificación en educación superior, lo que permitirá un mejor planteamiento de futuras líneas de investigación. Se identificaron estudios representativos a través de una búsqueda sistemática en 4 bases de datos: EBSCO SPORTDISCUS, SCOPUS, ISI y SCHOLAR GOOGLE, extrayéndose datos sobre el diseño del estudio, participantes, variables, instrumentos y resultados. Se incluyeron 22 estudios, 19 originales y 3 revisiones de la literatura. La evidencia inicial indica que la gamificación en educación superior motiva al alumnado y mejora su aprendizaje, aportando a los estudiantes universitarios mejores oportunidades para desarrollar habilidades de compromiso. El uso de PBL (Points, Badges y Leaderboards mejora la motivación y se considera como una adecuada combinación de mecánicas en la implementación de cualquier proceso de gamificación en enseñanza superior Se señalan pautas para mantener la motivación y favorecer el aprendizaje en el alumnado.

  • Book Chapter
  • Cite Count Icon 2
  • 10.4018/978-1-6684-3710-0.ch090
Students' Acceptance of Gamification in Higher Education
  • Jan 1, 2022
  • Chih-Hung Chung + 2 more

Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.

  • Research Article
  • Cite Count Icon 47
  • 10.4018/ijgbl.2019040101
Students' Acceptance of Gamification in Higher Education
  • Apr 1, 2019
  • International Journal of Game-Based Learning
  • Chih-Hung Chung + 2 more

Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.

  • Research Article
  • 10.36948/ijfmr.2025.v07i02.43028
Educational Values of Comic Books and Graphic Novels: A Case Study of Postgraduate and PhD Scholars of the Central University of Punjab
  • Apr 29, 2025
  • International Journal For Multidisciplinary Research
  • Ayush Sinha + 1 more

This study explores the educational impact of comic books and graphic novels on postgraduate (PG) and doctoral (PhD) students at the Central University of Punjab (CUPB). Employing a quantitative research design, data were collected through a structured questionnaire administered to a representative sample. The study evaluates the influence of these visual storytelling mediums on academic performance, critical thinking, creativity, and learning engagement. Findings reveal that while only 33.2% of respondents actively use comics or graphic novels in academic contexts, overall attitudes toward these mediums are positive. Participants recognized their potential to enhance literacy, analytical thinking, creativity, and information retention. Popular genres included superhero fiction, science fiction, fantasy, historical narratives, and educational non-fiction. Although their integration into formal research remains limited, these mediums promote cultural diversity, social awareness, and interdisciplinary learning. The results underscore the untapped potential of comics and graphic novels as educational tools in higher education. The study advocates for their broader adoption in academic settings and highlights the need for further research into their transformative role in learning environments.

  • Research Article
  • Cite Count Icon 496
  • 10.1016/j.chb.2018.05.028
Gamified learning in higher education: A systematic review of the literature
  • May 23, 2018
  • Computers in Human Behavior
  • Sujit Subhash + 1 more

Gamified learning in higher education: A systematic review of the literature

  • Research Article
  • Cite Count Icon 5
  • 10.1096/fasebj.2021.35.s1.05336
The Effects of COVID‐19 Pandemic Lockdown on Medical Students’ Academic Performance and Stress Levels Based on their Gender and Age
  • May 1, 2021
  • The FASEB Journal
  • Mohsin Syed + 3 more

The COVID‐19 academic interruption caused emergency pedagogical transformation of medical school curricula in the Spring of 2020 when the country went into lockdown. This transformation included changes in students’ contact hours, the use of technologies in classroom and laboratories, and the implementation of active self‐directed learning. The purpose of this study was to examine the effect of these pedagogical changes on students’ academic and mental states. To achieve this goal, we proposed two questions: First question was to examine whether there was a difference between male and female students’ exam grades in the brain and behavior module during the COVID‐19 lockdown. In the second question, we examined whether there was a difference between students’ stress level in all age groups (22‐24), (25‐28) and 29 and above during the pandemic lockdown.This study employed a between‐subject design and utilized convenience sampling technique to include 79 first‐year medical students. The present study included the following variables: students module final exam grades, students’ perception about their stress levels during COVID‐19 and their age groups (22‐24), (25‐28) and 29 and above. We first used a comparison design between male and female students’ academic performance during COVID‐19. Further, we used a comparison design to compare between students’ stress level in all age groups (22‐24), (25‐28) and 29 and above during the pandemic lockdown.In the first question, the result of the one‐way between subject's ANOVA found that there was no statistically significant difference between male and female student’ grades in the brain and behavior module during the pandemic lockdown. These findings suggest that both male and female students were able to overcome many of the challenges triggered by the COVID‐19 in the learning environment and succeed in this module. In the second question, the one‐way between subject's ANOVA found that there was no statistically significant difference between students’ stress level in all age groups (22‐24), (25‐28) and 29 and above during the pandemic lockdown. These findings suggest that students in all ages felt the same level of stress during the COVID‐19 lockdown.We concluded that there was no difference in students’ final grades during pandemic, regardless of their gender, where all students maintained a high level of academic success. Additionally, students in all age groups were subjected to the same level of stress during COVID‐19. With the faculty help and guidance, students were able to adjust and counterbalance the missing elements of the face‐to‐face instruction during COVID‐19.

  • PDF Download Icon
  • Research Article
  • Cite Count Icon 19
  • 10.3390/su16114596
Will AI Become a Threat to Higher Education Sustainability? A Study of Students’ Views
  • May 29, 2024
  • Sustainability
  • Valery Okulich-Kazarin + 4 more

Universities started to use artificial intelligence (AI) tools to improve the quality of higher education services. However, the rapid adoption of AI tools in higher education (HE) may lead to sustainability issues. On the one hand, there are prerequisites for using AI tools to achieve Sustainable Development Goal 4 (SDG 4). On the other hand, as consumers of educational services (stakeholders), students have their own opinions about using AI in the educational process. The purpose of this study was to explore students’ opinions on the use of artificial intelligence tools in higher education. The authors analyzed student responses to the question: “Do you think AI threatens higher education in the next five years?” The authors formulated this question based on the definition of “a safe learning environment”, which is associated with a “safe” learning environment (SDG 4.3). The authors made use of a literature review, a bibliometric analysis of 5000 sources, a survey of 1104 students from eight universities in Eastern Europe through cloud technologies to host a special electronic questionnaire, statistical processing of questionnaires, and testing of statistical hypotheses. The authors formulated and tested two pairs of competing statistical hypotheses. Finally, the authors obtained three new scientific facts based on the respondents’ answers. New scientific facts were obtained using a standard level of statistical hypothesis testing (α = 0.05). The main scientific fact is that 10.17% to 35.42% of students think that Artificial Intelligence threatens higher education. According to student opinions, AI may hurt the sustainability of higher education (SDG 4.3). The authors are confident that new scientific facts help conceptualize and promote didactic theory and practice. The study results are needed to predict, plan, and implement organizational, pedagogical, and methodological measures aimed at SDG 4.3 through a “safe” learning environment while further expanding the use of AI in higher education.

  • Research Article
  • 10.12958/2227-2747-2024-3(187)-86-96
Гейміфікація в освітньому процесі закладу вищої освіти: теоретичний аспект
  • Jan 1, 2024
  • Education and Pedagogical Sciences
  • Viktoriia Shvyrka

The article is devoted to analyzing the theoretical aspects of gamification in the educational process of higher education institutions. The essence of the concepts "gamification" and "gamification in education" is explored within the psychological and pedagogical context. Gamification, as an innovative approach, is examined as a technology that enhances student motivation, fosters the development of general and professional competencies, and improves academic performance. The main elements of gamification ensuring its effective application are analyzed: goals and objectives, game rules, reward systems, levels and progression, feedback, competition and collaboration, narrative, and context. The key functions of gamification are revealed, including motivational, organizational, regulatory, communicative, supervisory, developmental, engagement, and reinforcement functions. The role of gamification in shaping a modern educational environment that stimulates cognitive, emotional, social, and behavioral activities of higher education students is highlighted. Attention is given to the challenges and prospects of implementing gamification in higher education.

  • Research Article
  • 10.22610/jsds.v15i1(s).4462
The Role of AI-Assisted Learning Tools in Higher Education: Balancing Efficiency, Critical Thinking and Academic Integrity
  • Apr 30, 2025
  • Journal of Social and Development Sciences
  • Hanafiah Hasin + 4 more

This study examines the dual nature of AI-assisted learning tools in higher education. While AI tools enhance student learning efficiency and academic performance, they also present risks such as over-reliance, reduced critical thinking, and ethical concerns. This research investigates the benefits and drawbacks of AI adoption in higher education, using student survey responses to analyse perceptions. The findings indicate that AI tools contribute to improved efficiency and comprehension but highlight dependency and academic integrity concerns. A cross-sectional survey of 383 Malaysian university students was conducted to explore the academic and ethical dimensions of AI usage in learning

  • Research Article
  • 10.3389/feduc.2025.1625803
Twitter and YouTube as digital tools in higher education: a systematic review
  • Jul 1, 2025
  • Frontiers in Education
  • Patricia Olivares-De La Fuente + 2 more

This paper presents a systematic literature review of existing studies reporting on Twitter and YouTube as digital tools in higher education. We used the PRISMA extension for scoping reviews to select articles for review and report the results. The analysis was conducted using tools such as QualSyst for quality assessment and VOSviewer for bibliometric mapping. 27 articles were selected from several databases for the final analysis on the use of YouTube and Twitter in higher education (2019–2024), highlighting their roles in communication and teaching. Key research clusters include interaction and teaching methodologies, digital video libraries, student engagement, and the role of online learning communities in enhancing collaboration and academic performance. Twitter is valued for the collaborative learning, and YouTube for summarizing and reinforcing educational content.

More from: Education and Self-Development
  • Research Article
  • 10.26907/esd.20.3.06
Future Transformations in Teacher Education in Serbia from Three Different Angles
  • Oct 5, 2025
  • Education and Self-Development
  • B Radulović

  • Research Article
  • 10.26907/esd.20.3.01r
Editorial: Internationalization of teacher education and positioning of positive Russian experience
  • Oct 5, 2025
  • Education and Self-Development
  • R Valeeva + 1 more

  • Research Article
  • 10.26907/esd.20.3.03
Educational Climates in Flux: A Metaphorical Lens on Language Teacher Identity Development in Teacher Education
  • Oct 5, 2025
  • Education and Self-Development
  • Fariba Haghighi Irani

  • Research Article
  • 10.26907/esd.20.3.02
Optimizing BRICS Educational Cooperation: a Symbiosis Theory Perspective
  • Oct 5, 2025
  • Education and Self-Development
  • Yanyan Du + 1 more

  • Research Article
  • 10.26907/esd.20.3.10
Stereology of Vocational Interests of Pre-service Teachers in Cross-cultural Contexts of Teacher Education
  • Oct 5, 2025
  • Education and Self-Development
  • A Budarina + 2 more

  • Research Article
  • 10.26907/esd.20.3.13
Inclusive Dispositions of Special Education Teachers: Socio-Professional Correlates
  • Oct 5, 2025
  • Education and Self-Development
  • V Kantor + 2 more

  • Research Article
  • 10.26907/esd.20.3.04
Integrating Education for Sustainable Development (ESD) in Saudi Teacher Education (STE) programmes
  • Oct 5, 2025
  • Education and Self-Development
  • Intakhab Alam Khan

  • Research Article
  • 10.26907/esd.20.3.15
The Methodology for Developing Digital Competence of Tutor-Teachers through an Immersive Electronic Educational and Methodological Complex
  • Oct 5, 2025
  • Education and Self-Development
  • D Soldatov + 1 more

  • Research Article
  • 10.26907/esd.20.3.14
Russian language in the education system of Turkestan in the late 19th – early 20th centuries
  • Oct 5, 2025
  • Education and Self-Development
  • R Sadikov + 3 more

  • Research Article
  • 10.26907/esd.20.3.05
Assessing Quizizz as a gamified teaching tool in higher education: A study of Spanish Education undergraduates’ perceptions based on academic performance
  • Oct 5, 2025
  • Education and Self-Development
  • M Martín-Del-Pozo + 2 more

Save Icon
Up Arrow
Open/Close
  • Ask R Discovery Star icon
  • Chat PDF Star icon

AI summaries and top papers from 250M+ research sources.

Search IconWhat is the difference between bacteria and viruses?
Open In New Tab Icon
Search IconWhat is the function of the immune system?
Open In New Tab Icon
Search IconCan diabetes be passed down from one generation to the next?
Open In New Tab Icon