The purpose of this study is to explore the effects of Quizizz on students’ mastery of English vocabulary and their perceptions towards the ultilization of this gamification app. Participants comprised 64 students at pre-intermediate level in two reading classes. The teacher of the experimental group used Quizizz Live in class and assigned Quizizz as home assignments for the first eight weeks. Each Quizizz set contained an array of questions in different forms such as multiple-choice questions with definitions, multiple-choice questions with incomplete sentences, multiple-choice questions with phonetic transcriptions, and fill-in-the-blank questions. Both groups were required to complete the vocabulary post-test in paper including all the vocabulary learned during the eight-week period. Students in the experimental group were also given a survey to gauge their opinions of this gamification application. The post-test results demonstrated that students in the experimental group performed better. In regards to usefulness, concentration, enthusiasm, and motivation, the questionnaires revealed favorable outcomes. However, particular restrictions associated with the use of the applications must also be taken into account in order to conduct the research on a deeper level.