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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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 |
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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. |
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Article |
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Khuzzan, S.M.S. Harun, N.Z. Hanid, Mahanim Habib, S.N.H.A. |
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Khuzzan, S.M.S. Harun, N.Z. Hanid, Mahanim Habib, S.N.H.A. |
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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 |
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Students’ perceptions towards the use of gamification |
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Students’ perceptions towards the use of gamification |
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students’ perceptions towards the use of gamification |
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CA and CC Press AB |
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2021 |
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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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