Students’ perceptions towards the use of gamification

The Higher education system has been facing some difficulties to attract the millennial generation in engaging within the classroom setting using the traditional face-to-face learning environment, leading to other problematic issues in the long run. Millennial students often get bored, less motivate...

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Main Authors: Khuzzan, S.M.S., Harun, N.Z., Hanid, Mahanim, Habib, S.N.H.A.
Format: Article
Published: CA and CC Press AB 2021
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Online Access:http://eprints.um.edu.my/36160/
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85123447480&doi=10.37178%2fca-c.21.5.045&partnerID=40&md5=d136dfe0290ce172a433e03cd8d29e95
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spelling my.um.eprints.361602023-11-29T04:32:00Z http://eprints.um.edu.my/36160/ Students’ perceptions towards the use of gamification Khuzzan, S.M.S. Harun, N.Z. Hanid, Mahanim Habib, S.N.H.A. NA Architecture The Higher education system has been facing some difficulties to attract the millennial generation in engaging within the classroom setting using the traditional face-to-face learning environment, leading to other problematic issues in the long run. Millennial students often get bored, less motivated and lose their focus in the traditional learning environment due to the lack of engagement between students, as well as the instructors/ lecturers. Therefore, Higher Education Institutions (HEIs) are encouraging the use of gamification in education for the purpose of improving the intrinsic motivation as well as engagement. This paper reports the students’ perceptions towards the use of gamification during their class. This study used observation and questionnaire survey towards a group of second year and final year Quantity Surveying students in the International Islamic University Malaysia (IIUM). Eighty-three students responded to the questionnaire. The results showed a positive perception toward the use of gamification in their lecture. Students require effort-demanding, challenging, sophisticated learning systems that increase competency, enhance recall memory, concentration, attentiveness, commitment, and social interaction. Findings from the study shows that gamification was found to promote the student’s engagement in terms of their participation in class, enjoyment throughout the activities as well as their motivational factor to focus in class. Limitations of the study are identified, which highlights the need for further research on the subject area. © 2021, CA and C Press AB. All rights reserved. CA and CC Press AB 2021 Article PeerReviewed Khuzzan, S.M.S. and Harun, N.Z. and Hanid, Mahanim and Habib, S.N.H.A. (2021) Students’ perceptions towards the use of gamification. Central Asia and the Caucasus, 22 (5). pp. 509-523. ISSN 14046091, DOI https://doi.org/10.37178/ca-c.21.5.045 <https://doi.org/10.37178/ca-c.21.5.045>. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85123447480&doi=10.37178%2fca-c.21.5.045&partnerID=40&md5=d136dfe0290ce172a433e03cd8d29e95 10.37178/ca-c.21.5.045
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Research Repository
url_provider http://eprints.um.edu.my/
topic NA Architecture
spellingShingle NA Architecture
Khuzzan, S.M.S.
Harun, N.Z.
Hanid, Mahanim
Habib, S.N.H.A.
Students’ perceptions towards the use of gamification
description The Higher education system has been facing some difficulties to attract the millennial generation in engaging within the classroom setting using the traditional face-to-face learning environment, leading to other problematic issues in the long run. Millennial students often get bored, less motivated and lose their focus in the traditional learning environment due to the lack of engagement between students, as well as the instructors/ lecturers. Therefore, Higher Education Institutions (HEIs) are encouraging the use of gamification in education for the purpose of improving the intrinsic motivation as well as engagement. This paper reports the students’ perceptions towards the use of gamification during their class. This study used observation and questionnaire survey towards a group of second year and final year Quantity Surveying students in the International Islamic University Malaysia (IIUM). Eighty-three students responded to the questionnaire. The results showed a positive perception toward the use of gamification in their lecture. Students require effort-demanding, challenging, sophisticated learning systems that increase competency, enhance recall memory, concentration, attentiveness, commitment, and social interaction. Findings from the study shows that gamification was found to promote the student’s engagement in terms of their participation in class, enjoyment throughout the activities as well as their motivational factor to focus in class. Limitations of the study are identified, which highlights the need for further research on the subject area. © 2021, CA and C Press AB. All rights reserved.
format Article
author Khuzzan, S.M.S.
Harun, N.Z.
Hanid, Mahanim
Habib, S.N.H.A.
author_facet Khuzzan, S.M.S.
Harun, N.Z.
Hanid, Mahanim
Habib, S.N.H.A.
author_sort Khuzzan, S.M.S.
title Students’ perceptions towards the use of gamification
title_short Students’ perceptions towards the use of gamification
title_full Students’ perceptions towards the use of gamification
title_fullStr Students’ perceptions towards the use of gamification
title_full_unstemmed Students’ perceptions towards the use of gamification
title_sort students’ perceptions towards the use of gamification
publisher CA and CC Press AB
publishDate 2021
url http://eprints.um.edu.my/36160/
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85123447480&doi=10.37178%2fca-c.21.5.045&partnerID=40&md5=d136dfe0290ce172a433e03cd8d29e95
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score 13.160551