The effectiveness of gamification through classroom leaderboards for student engagement

Abdul Halim, Fauziah Saadah and Ahmad Buhari, Turisiana (2022) The effectiveness of gamification through classroom leaderboards for student engagement. International Journal of e-Learning and Higher Education (IJELHE), 17 (1): 7. pp. 117-134. ISSN 2229-8223

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
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
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