Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz

Gamification has received extensive research attention within the context of language and scientific courses, involving the integration of game-based features into non-gaming scenarios to enhance user experience and engagement with technology. However, contradictory findings have emerged in student...

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Main Authors: Zainun Amirah, Zainudin, Norehan, Zulkiply
Format: Article
Language:English
Published: AJUE 2023
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Online Access:http://ir.unimas.my/id/eprint/43536/6/Gamification.pdf
http://ir.unimas.my/id/eprint/43536/
https://myjms.mohe.gov.my/index.php/AJUE/article/view/24928
https://doi.org/10.24191/ajue.v19i4.24928
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spelling my.unimas.ir.435362023-12-04T07:17:52Z http://ir.unimas.my/id/eprint/43536/ Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz Zainun Amirah, Zainudin Norehan, Zulkiply BF Psychology L Education (General) Gamification has received extensive research attention within the context of language and scientific courses, involving the integration of game-based features into non-gaming scenarios to enhance user experience and engagement with technology. However, contradictory findings have emerged in students' perceptions of gamification across various aspects such as motivation and engagement, as noted in previous studies. Given the conflicting findings from prior research on students' perception toward gamification in learning, a need for further investigation becomes evident. Recognising the significance of broadening gamification exploration beyond language and science oriented courses, this study aims to examine students' perceptions of gamification in learning. Additionally, it seeks to evaluate students' levels of motivation and cognitive engagement while studying Business using the Quizizz platform. To achieve these objectives, a mixed-method approach was employed. Data collection was conducted through online questionnaires and interviews. The quantitative data from the questionnaires underwent descriptive analysis, while the qualitative data gathered from online interviews were subjected to narrative analysis. The findings of the study suggest that students demonstrate a high level of motivation and cognitive engagement when employing Quizizz for Business studies. Participants expressed favourable opinions of Quizizz due to its interactive gamification components. Importantly, elements like points, rewards, leaderboards, and varying levels of difficulty within Quizizz emerged as crucial factors influencing students' motivation and cognitive engagement in the context of Business learning. AJUE 2023 Article PeerReviewed text en http://ir.unimas.my/id/eprint/43536/6/Gamification.pdf Zainun Amirah, Zainudin and Norehan, Zulkiply (2023) Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz. Asian Journal of University Education, 19 (4). pp. 823-833. ISSN 2600-9749 https://myjms.mohe.gov.my/index.php/AJUE/article/view/24928 https://doi.org/10.24191/ajue.v19i4.24928
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 BF Psychology
L Education (General)
spellingShingle BF Psychology
L Education (General)
Zainun Amirah, Zainudin
Norehan, Zulkiply
Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz
description Gamification has received extensive research attention within the context of language and scientific courses, involving the integration of game-based features into non-gaming scenarios to enhance user experience and engagement with technology. However, contradictory findings have emerged in students' perceptions of gamification across various aspects such as motivation and engagement, as noted in previous studies. Given the conflicting findings from prior research on students' perception toward gamification in learning, a need for further investigation becomes evident. Recognising the significance of broadening gamification exploration beyond language and science oriented courses, this study aims to examine students' perceptions of gamification in learning. Additionally, it seeks to evaluate students' levels of motivation and cognitive engagement while studying Business using the Quizizz platform. To achieve these objectives, a mixed-method approach was employed. Data collection was conducted through online questionnaires and interviews. The quantitative data from the questionnaires underwent descriptive analysis, while the qualitative data gathered from online interviews were subjected to narrative analysis. The findings of the study suggest that students demonstrate a high level of motivation and cognitive engagement when employing Quizizz for Business studies. Participants expressed favourable opinions of Quizizz due to its interactive gamification components. Importantly, elements like points, rewards, leaderboards, and varying levels of difficulty within Quizizz emerged as crucial factors influencing students' motivation and cognitive engagement in the context of Business learning.
format Article
author Zainun Amirah, Zainudin
Norehan, Zulkiply
author_facet Zainun Amirah, Zainudin
Norehan, Zulkiply
author_sort Zainun Amirah, Zainudin
title Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz
title_short Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz
title_full Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz
title_fullStr Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz
title_full_unstemmed Gamification in Learning : Students’ Motivation and Cognitive Engagement in Learning Business Using Quizizz
title_sort gamification in learning : students’ motivation and cognitive engagement in learning business using quizizz
publisher AJUE
publishDate 2023
url http://ir.unimas.my/id/eprint/43536/6/Gamification.pdf
http://ir.unimas.my/id/eprint/43536/
https://myjms.mohe.gov.my/index.php/AJUE/article/view/24928
https://doi.org/10.24191/ajue.v19i4.24928
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score 13.160551