How would I script text to pop up?

How would I make text appear using code by implementing it into make project’s script? I want it to say Correct or wrong depending on the situation, can someone help me? Here is my code (it is for a quiz game for a project)

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour {

    public Question[] questions;
    private static List<Question> unansweredQuestions;

    private Question currentQuestion;

    [SerializeField]
    private Text factText;

    [SerializeField]
    private Text trueAnswerText;
    [SerializeField]
    private Text falseAnswerText;

    [SerializeField]
    private Animator animator;
    
    [SerializeField]
    private float timeBetweenQuestions = 5f;

    public float speed = 5f;

    void Start()
    {
        if (unansweredQuestions == null || unansweredQuestions.Count == 0)
        {
            unansweredQuestions = questions.ToList<Question>();
        }
        SetCurrentQuestion();

    }

    void SetCurrentQuestion()
    {
        int randomQuestionIndex = Random.Range(0, unansweredQuestions.Count);
        currentQuestion = unansweredQuestions[randomQuestionIndex];

        factText.text = currentQuestion.fact;

        if (currentQuestion.isTrue)
        {
            trueAnswerText.text = "Correct!";
                falseAnswerText.text = "False!";
        }
        else
        {
            trueAnswerText.text = "Wrong!";
                falseAnswerText.text = "Correct!";
        }

        }
        IEnumerator TransitionToNextQuestion()
        {
            unansweredQuestions.Remove(currentQuestion);

            yield return new WaitForSeconds(timeBetweenQuestions);

            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }

        public void UserSelectTrue ()
        {
        animator.SetTrigger("True");
            if (currentQuestion.isTrue)
            {
                Debug.Log("Correct");
            } else
            {
                Debug.Log("Wrong");
            }
        transform.Translate(speed * Time.deltaTime, 0, 0);  

        StartCoroutine(TransitionToNextQuestion());
        }

        public void UserSelectFalse ()
        {
        animator.SetTrigger("False");
            if (!currentQuestion.isTrue)
            {
                 Debug.Log("Correct");
            }else
            {
                 Debug.Log("Wrong");
            }
        transform.Translate(-speed * Time.deltaTime, 0, 0);
        StartCoroutine(TransitionToNextQuestion());
    }
}

@ryanle1789
SetActive will disable and enable gameobjects in the hierarchy

yourText.SetActive(true); // Will set a disabled gameobject to active, making it visible
yourText.SetActive(false); // Will set an enabled gameobject to inactive, making it invisible

If you just want to delete a gameobject, just do

Destroy(gameObject);