Wan Tahir, Wan Mardyatul Miza
(2025)
Gamifying education: what makes a learning experience feel like a game?
Bulletin.
Universiti Teknologi MARA, Negeri Sembilan.
Abstract
Gamification in education enhances student engagement by integrating game-like elements into learning to increase motivation and deeper understanding. Instead of relying solely on traditional lectures and tests, gamified learning uses clear goals structured as missions or challenges aligned with long-term learning outcomes, distinguishing it from short-term game objectives. Effective gamification also incorporates rewards such as points and badges to motivate and track progress, along with immediate feedback mechanisms that help students adjust strategies, correct mistakes, and maintain engagement through a sense of flow.
Metadata
| Item Type: | Monograph (Bulletin) |
|---|---|
| Creators: | Creators Email / ID Num. Wan Tahir, Wan Mardyatul Miza UNSPECIFIED |
| Subjects: | L Education > LB Theory and practice of education > Teaching (Principles and practice) > Technology. Educational technology L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction L Education > LB Theory and practice of education > Learning. Learning strategies |
| Divisions: | Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus |
| Journal or Publication Title: | Buletin FPN S3 |
| ISSN: | 2805-4539 |
| Keywords: | Gamification, learning motivation, rewards system, immediate feedback |
| Date: | 2025 |
| URI: | https://ir.uitm.edu.my/id/eprint/131667 |
