Gamified learning: merging education and entertainment

Azmi, Sharina Salmi and Halim, Nurul Syafawani and Vijayarajoo, Angeline Ranjethamoney and Adnan, Afni Anida (2025) Gamified learning: merging education and entertainment. Bulletin. Universiti Teknologi MARA, Negeri Sembilan.

Abstract

The combination of entertainment and education, known as edutainment, has transformed education by making it more engaging, interactive, and enjoyable. Introducing game-like features, such as points and badges, into the learning process has made learning more captivating and pleasurable for students. Compared to traditional techniques, where students often become bored and lose interest in their studies, the combination of entertainment with education has proven highly beneficial in improving student motivation and engagement. Edutainment makes learning more enjoyable, and gamification encourages student participation and teamwork. The rise of edutainment makes traditional teaching methods less appealing because edutainment has developed a new learning style for the learning process. It offers an interactive environment, makes learning enjoyable and ultimately draws them back to the learning environment. Students are required to engage closely with the course material through activities such as Kahoot and Quizziz (Das, 2023).

Metadata

Item Type: Monograph (Bulletin)
Creators:
Creators
Email / ID Num.
Azmi, Sharina Salmi
UNSPECIFIED
Halim, Nurul Syafawani
UNSPECIFIED
Vijayarajoo, Angeline Ranjethamoney
UNSPECIFIED
Adnan, Afni Anida
UNSPECIFIED
Subjects: P Language and Literature > P Philology. Linguistics > Language and education
Divisions: Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus
Journal or Publication Title: Buletin APB Edisi 14
ISSN: 2682-7948
Keywords: Kahoot, Quizziz, education, entertainment, student participation
Date: June 2025
URI: https://ir.uitm.edu.my/id/eprint/119163
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