Abstract
Universities, researchers and practitioners are looking for effective ways to engage, enhance, and promote students’ learning in the classroom. Gamification is the integration of game-like design elements into non-game context to motivate action, engage, and solve problems. This paper presents the effectiveness of gamification through leaderboards to improve student engagement in subjects for Company Website Design (EIC552) and Communication through Drama (EPE530) at Akademi Pengajian Bahasa, Universiti Teknologi MARA. Questionnaires were given to examine the effects of gamification on student learning and engagement. Results suggest that gamification through leaderboards are effective in improving student participation and encouraging extracurricular learning.
Metadata
Item Type: | Article |
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Creators: | Creators Email / ID Num. Abdul Halim, Fauziah Saadah fauziahsaadah@uitm.edu.my Ahmad Buhari, Turisiana turisiana@uitm.edu.my |
Subjects: | A General Works > Academies and learned societies (General) |
Divisions: | Universiti Teknologi MARA, Shah Alam > Institute Of Continuing Education & Professional Studies (iCEPS) |
Journal or Publication Title: | International Journal of e-Learning and Higher Education (IJELHE) |
UiTM Journal Collections: | Others > International Journal of e-Learning and Higher Education |
ISSN: | 2229-8223 |
Volume: | 17 |
Number: | 1 |
Page Range: | pp. 117-134 |
Keywords: | Gamification, Technology, Learner Engagement, 21st Century Learning |
Date: | January 2022 |
URI: | https://ir.uitm.edu.my/id/eprint/80976 |