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Gamification Approach in Education to Increase Learning Engagement

Author

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  • Siti Nurul Mahfuzah Mohamad∗

    (Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, Melaka, Malaysia)

  • Nur Syafiatun Safwana Sazali

    (Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, Melaka, Malaysia)

  • Mohd Azran Mohd Salleh

    (Computer System and Support Unit, Kolej Komuniti Selandar Jalan Batang Melaka, Selandar, Melaka, Malaysia)

Abstract

The steps of the gamification approach in education to improve learning engagement are discussed in this paper. There are a few steps on the gamification approach that have been applied by several researchers in this era. The gamification method was used in this study, which contained game elements and game design methods in a non-game context. Six gamification categories for teaching and learning are briefly discussed in this paper: (i) Courses without online support; (ii) MOOC; (iii) Blended/ Flipped Learning; (iv) E-Learning Site; (v) Gamified Platform/ System; and (vi) Mobile Application. The proposed gamification approach in education can also be a guideline for other researchers. Results shows that most of the respondents prefer to get rewards during the learning process follow by level, avatar and points.

Suggested Citation

  • Siti Nurul Mahfuzah Mohamad∗ & Nur Syafiatun Safwana Sazali & Mohd Azran Mohd Salleh, 2018. "Gamification Approach in Education to Increase Learning Engagement," International Journal of Humanities, Arts and Social Sciences, Dr. Mohammad Hamad Al-khresheh, vol. 4(1), pages 22-32.
  • Handle: RePEc:apa:ijhass:2018:p:22-32
    DOI: 10.20469/ijhss.4.10003-1
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    References listed on IDEAS

    as
    1. Chi-Yu Chang ˆ—, 2017. "Autonomy Vs. Assessment: To What Extent The Audience Approval In A Gallery Game Helps Bring Pleasure, Pressure, And Progress," International Journal of Humanities, Arts and Social Sciences, Dr. Mohammad Hamad Al-khresheh, vol. 3(4), pages 148-156.
    2. Martha Chadyiwa & T. Mgutshini, 2015. "Using Mobile Handheld Devices as Tools of Learn and Teaching for Student EHPS: A Blessing or a Curse?," International Journal of Humanities, Arts and Social Sciences, Dr. Mohammad Hamad Al-khresheh, vol. 1(2), pages 85-91.
    3. Hasmaini Hashim & Sazilah Salam & Siti Nurul Mahfuzah Mohamad, 2017. "Investigating learning styles for adaptive Massaive Open Online Cource (MOOC) learning," Journal of Advances in Humanities and Social Sciences, Dr. Yi-Hsing Hsieh, vol. 3(5), pages 282-292.
    4. G. Arockiyasamy & G. Arockiyasamy & Sujeevan Kumar Bullard, 2016. "The influence of playing video games on academic performance among graduates of Karunya University," Journal of Advances in Humanities and Social Sciences, Dr. Yi-Hsing Hsieh, vol. 2(3), pages 119-132.
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