Gamification in English for Report Writing: Engaging Learning through Webinars / Tuan Sarifah Aini Syed Ahmad … [et al.]

Syed Ahmad, Tuan Sarifah Aini and Abu Hassim, Aeimi Ruzanna and Zubir, Zurina and Kasawi, Alice Shanthi and Abd Rahman, Siti Fatimah (2023) Gamification in English for Report Writing: Engaging Learning through Webinars / Tuan Sarifah Aini Syed Ahmad … [et al.]. In: International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2023). Faculty of Computer and Mathematical Sciences, Kampus Jasin, pp. 198-201. ISBN 978-967-15337-0-3 (Submitted)

Abstract

Universiti Teknologi MARA (UiTM) has introduced an initiative known as Collaborative Group Collaborative Teaching (CGCT) that encourages lecturers to collaborate with academicians and expertise from local and international universities and industries. A CGCT project was conducted for English for Report Writing (EWC661) involving three lecturers from UiTM Seremban Campus and one lecturer from UiTM Shah Alam Campus. EWC661 was taught in 14 weeks with the aim to develop academic writing skills. Three webinars were conducted: (1) Paraphrasing and Citation, delivered by an invited speaker from International Islamic University Malaysia, (2) Preparing a Questionnaire for a Small Study, delivered by an invited speaker from Universiti Islam Sumatera Utara, Indonesia, and (3) The Report Template, delivered by a lecturer from the CGCT group. At the end of each webinar, students played a quiz game on Quizizz using the “Teacher-led” mode. Three gamification elements were applied in creating the quizzes namely leaderboard, score, and time restriction. After the webinar sessions, students could access the webinar recordings and quizzes on Teams and the Quizizz website, respectively. A questionnaire was distributed to students at the end of the semester to evaluate their motivation in joining the webinars. Their motivation was measured by using the ARCS Models consisting of four dimensions: Attention, Relevance, Confidence and Satisfaction. The results demonstrated that playing Quizizz at the end webinars grabbed students’ attention, was relevant, increased their confidence in understanding the webinar contents and were satisfying in learning the contents. They were also motivated to join the webinars and play Quizizz at the end of the webinar. They believed that having Quizizz at the end of the webinars was fun. Therefore, the results suggest that gamification is essential to engage students in webinars for learning.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Syed Ahmad, Tuan Sarifah Aini
tsyaini@uitm.edu.my
Abu Hassim, Aeimi Ruzanna
aeimi7667@uitm.edu.my
Zubir, Zurina
zurinaz@uitm.edu.my
Kasawi, Alice Shanthi
aliceshanthi@uitm.edu.my
Abd Rahman, Siti Fatimah
sfarahman@iium.edu.my
Contributors:
Contribution
Name
Email / ID Num.
Patron
Md Badarudin, Ismadi
UNSPECIFIED
Advisor
Jasmis, Jamaluddin
UNSPECIFIED
Advisor
Jono, Mohd Hajar Hasrol
UNSPECIFIED
Director
Suhaimi, Nur Suhailayani
UNSPECIFIED
Team Member
Mat Zain, Nurul Hidayah
UNSPECIFIED
Team Member
Abdullah Sani, Anis Shobirin
UNSPECIFIED
Team Member
Halim, Faiqah Hafidzah
UNSPECIFIED
Team Member
Abd Kadir, Siti Aisyah
UNSPECIFIED
Team Member
Jalil, Ummu Mardhiah
UNSPECIFIED
Subjects: L Education > LB Theory and practice of education > Computers in education. Information technology
Divisions: Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences
Event Title: International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2023)
Event Dates: 8th November 2023
Page Range: pp. 198-201
Keywords: Webinar; Quizizz; Motivation; Fun; ARCS model
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/94411
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