Students’ perceptions towards the use of gamification

Khuzzan, S.M.S. and Harun, N.Z. and Hanid, Mahanim and Habib, S.N.H.A. (2021) Students’ perceptions towards the use of gamification. Central Asia and the Caucasus, 22 (5). pp. 509-523. ISSN 14046091, DOI https://doi.org/10.37178/ca-c.21.5.045.

Full text not available from this repository.
Official URL: https://www.scopus.com/inward/record.uri?eid=2-s2....

Abstract

The Higher education system has been facing some difficulties to attract the millennial generation in engaging within the classroom setting using the traditional face-to-face learning environment, leading to other problematic issues in the long run. Millennial students often get bored, less motivated and lose their focus in the traditional learning environment due to the lack of engagement between students, as well as the instructors/ lecturers. Therefore, Higher Education Institutions (HEIs) are encouraging the use of gamification in education for the purpose of improving the intrinsic motivation as well as engagement. This paper reports the students’ perceptions towards the use of gamification during their class. This study used observation and questionnaire survey towards a group of second year and final year Quantity Surveying students in the International Islamic University Malaysia (IIUM). Eighty-three students responded to the questionnaire. The results showed a positive perception toward the use of gamification in their lecture. Students require effort-demanding, challenging, sophisticated learning systems that increase competency, enhance recall memory, concentration, attentiveness, commitment, and social interaction. Findings from the study shows that gamification was found to promote the student’s engagement in terms of their participation in class, enjoyment throughout the activities as well as their motivational factor to focus in class. Limitations of the study are identified, which highlights the need for further research on the subject area. © 2021, CA and C Press AB. All rights reserved.

Item Type: Article
Funders: UNSPECIFIED
Uncontrolled Keywords: Engagement; Gamification; HEI; Motivation; Perceptions; Students
Subjects: N Fine Arts > NA Architecture
Divisions: Faculty of the Built Environment
Depositing User: Ms Zaharah Ramly
Date Deposited: 29 Nov 2023 00:46
Last Modified: 29 Nov 2023 04:32
URI: http://eprints.um.edu.my/id/eprint/36160

Actions (login required)

View Item View Item