Engaging Students Through Gamification: A Study of Its Effectiveness in Higher Education
Keywords:
Gamification, Game-based learning, Teaching and learning, Higher educationAbstract
In today's tech-centric society, gamification and game-based learning effectively develop learning and soft skills through collaborative gameplay. A significant challenge in higher education is low student participation due to fear, shyness, or anxiety. This study evaluated the impact of gamification on students' interest, motivation, and engagement in the classroom. An intervention with 118 Diploma and Degree students at Universiti Sultan Azlan Shah employed gamification applications like ClassDojo. The comprehensive methodology focused on qualitative data collection and descriptive analysis to support the study's premise. Post-teaching surveys assessed the impact on learning behavior. Findings from Google Forms surveys indicated a significant positive effect, boosting interest, motivation, and engagement, and improving learning outcomes. Students found this approach interesting, enjoyable, and stimulating, enhancing their interest in the subject. These results highlight gamification's positive role in teaching and learning, offering insights into students' perspectives on its influence on their educational experience.