Gamification and Students Engagement in Class: A Case of Economics Students

Shahariah Asmuni, Fauziana Fauzi Mat Rawi, Fauziana Fauzi Mat Rawi, Geetha Subramaniam, Geetha Subramaniam, Jamaliah Mhd Khalili, Jamaliah Mhd Khalili, Sabariah Yusoff, Sabariah Yusoff


E-learning or "electronic learning" is a term that describes education using electronic devices and digital media. In recent times, gamification has become an e-Learning method of teaching by using game techniques in an electronic form in order to attain lesson objectives.  While electronic gamification has been used for educational purposes, its application for e-Learning at higher educational level to encourage class engagement is still not very popular. This study examines the effectiveness of using a gaming e-Learning tool to examine its effectiveness on lesson enjoyment and engagement in an Economics class. A sample of 192 students taking basic Economics course were exposed to an e-Learning offline game. After playing the game, all the students were given a questionnaire to capture the experience in using the gaming tool.  Results show that majority of the students enjoyed the class and were able to recall their economic concepts quite effectively. Besides, students also showed class engagement and team work. It was found that older students who are using flexible learning programs were more ready than younger, full time students to engage in educational games. As more organizations in this digital era practice working in teams, policy implications include the encouragement of the use of more educational games in the classrooms at the higher educational level. Besides, having a more enjoyable session, gamification via e-learning will also inculcate the team work concept among students.


Gamification, Student Engagement, e-Learning, Team Work

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