A study on Gamification toward Engineering Students’ Engagement in the University Level

Most engineering students may struggle with complicated theories, heavy assignments, lack of motivation and disengagement in the classroom. According to studies, student engagement in the classroom is critical in the learning process. It can increase students' attention and motivate them to pra...

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Main Authors: Lee Chin, Kho, Ji Liang, Hau, Sze Song, Ngu, Annie, Joseph, Siti Kudnie, Sahari, Mohd Ridhuan, Mohd Sharip, Shafrida, Sahrani
Format: Article
Language:English
Published: Science Research Society 2021
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Online Access:http://ir.unimas.my/id/eprint/35725/1/gamification1.pdf
http://ir.unimas.my/id/eprint/35725/
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https://www.tojqi.net/index.php/journal/article/view/3497/2385
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spelling my.unimas.ir.357252021-07-30T02:25:03Z http://ir.unimas.my/id/eprint/35725/ A study on Gamification toward Engineering Students’ Engagement in the University Level Lee Chin, Kho Ji Liang, Hau Sze Song, Ngu Annie, Joseph Siti Kudnie, Sahari Mohd Ridhuan, Mohd Sharip Shafrida, Sahrani L Education (General) TK Electrical engineering. Electronics Nuclear engineering Most engineering students may struggle with complicated theories, heavy assignments, lack of motivation and disengagement in the classroom. According to studies, student engagement in the classroom is critical in the learning process. It can increase students' attention and motivate them to practice critical thinking skill. It may also promote positive learning experiences. By this, the learning outcomes in technical understanding and application definitely can be improved. However, how to increase student engagement, particularly for engineering courses in the classroom? Educators are introducing several student-centred teaching methods to replace the traditional direct instruction teaching methods, such as inquiry-based learning, project-based learning, service-based learning and others. This study is to explore the gamification toward the engineering student to increase their engagement in class. A class with 109 students in the second year course of Electrical Engineering Technology (EET) are invited to participate in the study. A gamified learning model with 4 stage games is created in the online platform and participates by the EET students' willingness. This gamified learning model has implemented rank, interactive map and video guide. A survey related to gamification is collected from the EET students who completed the gamified learning model. This survey is mainly to obtain feedback on the gamification experience of the students. The results are generally positive and indicate that gamification can improve engineering student engagement and enjoyment toward the learning process. Science Research Society 2021-07 Article PeerReviewed text en http://ir.unimas.my/id/eprint/35725/1/gamification1.pdf Lee Chin, Kho and Ji Liang, Hau and Sze Song, Ngu and Annie, Joseph and Siti Kudnie, Sahari and Mohd Ridhuan, Mohd Sharip and Shafrida, Sahrani (2021) A study on Gamification toward Engineering Students’ Engagement in the University Level. Turkish Online Journal of Qualitative Inquiry (TOJQI), 12 (6). pp. 9702-9711. ISSN 1309-6591 https://www.tojqi.net/index.php/journal/index https://www.tojqi.net/index.php/journal/article/view/3497/2385
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
topic L Education (General)
TK Electrical engineering. Electronics Nuclear engineering
spellingShingle L Education (General)
TK Electrical engineering. Electronics Nuclear engineering
Lee Chin, Kho
Ji Liang, Hau
Sze Song, Ngu
Annie, Joseph
Siti Kudnie, Sahari
Mohd Ridhuan, Mohd Sharip
Shafrida, Sahrani
A study on Gamification toward Engineering Students’ Engagement in the University Level
description Most engineering students may struggle with complicated theories, heavy assignments, lack of motivation and disengagement in the classroom. According to studies, student engagement in the classroom is critical in the learning process. It can increase students' attention and motivate them to practice critical thinking skill. It may also promote positive learning experiences. By this, the learning outcomes in technical understanding and application definitely can be improved. However, how to increase student engagement, particularly for engineering courses in the classroom? Educators are introducing several student-centred teaching methods to replace the traditional direct instruction teaching methods, such as inquiry-based learning, project-based learning, service-based learning and others. This study is to explore the gamification toward the engineering student to increase their engagement in class. A class with 109 students in the second year course of Electrical Engineering Technology (EET) are invited to participate in the study. A gamified learning model with 4 stage games is created in the online platform and participates by the EET students' willingness. This gamified learning model has implemented rank, interactive map and video guide. A survey related to gamification is collected from the EET students who completed the gamified learning model. This survey is mainly to obtain feedback on the gamification experience of the students. The results are generally positive and indicate that gamification can improve engineering student engagement and enjoyment toward the learning process.
format Article
author Lee Chin, Kho
Ji Liang, Hau
Sze Song, Ngu
Annie, Joseph
Siti Kudnie, Sahari
Mohd Ridhuan, Mohd Sharip
Shafrida, Sahrani
author_facet Lee Chin, Kho
Ji Liang, Hau
Sze Song, Ngu
Annie, Joseph
Siti Kudnie, Sahari
Mohd Ridhuan, Mohd Sharip
Shafrida, Sahrani
author_sort Lee Chin, Kho
title A study on Gamification toward Engineering Students’ Engagement in the University Level
title_short A study on Gamification toward Engineering Students’ Engagement in the University Level
title_full A study on Gamification toward Engineering Students’ Engagement in the University Level
title_fullStr A study on Gamification toward Engineering Students’ Engagement in the University Level
title_full_unstemmed A study on Gamification toward Engineering Students’ Engagement in the University Level
title_sort study on gamification toward engineering students’ engagement in the university level
publisher Science Research Society
publishDate 2021
url http://ir.unimas.my/id/eprint/35725/1/gamification1.pdf
http://ir.unimas.my/id/eprint/35725/
https://www.tojqi.net/index.php/journal/index
https://www.tojqi.net/index.php/journal/article/view/3497/2385
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score 13.18916