Research

A Study on the Use of Gamification Tools in Teaching and Learning in the Perspective of Generation-Z Students

A Study on the Use of Gamification Tools in Teaching and Learning in the Perspective of Generation-Z Students

A Study on the Use of Gamification Tools in Teaching and Learning in the Perspective of Generation-Z Students

A Study on the Use of Gamification Tools in Teaching and Learning in the Perspective of Generation-Z Students

Jason Lee Song Haur, Yazilmiwati Yaacob

Abstract

"The world is experiencing a significant digital transformation. Many fields have embedded technology in their respective sectors including education. Technology indeed has radically transformed the education landscape from chalk-and-talk approach to digitalisation; from conventional practices to gamification. In education setting, gamification is defined as an approach to leverage game elements and game-like experience into non-games context, in an effort to create more interactive and more engaging learning environment for the students. It is believed that gamification is able to foster active learning atmosphere or pedagogical sphere as students are motivated to stay entertained and committed in the class. Hence, a positive learning outcome is anticipated. The primary intention of this study was to uncover the acceptance level of students (experience) on the adoption of gamification in the teaching and learning process. Additionally, the level of motivation and engagement among students were sought to be studied as well. The study was conducted on 123 students of Sunway College Kuala Lumpur and Sunway University. A mixed-methods research was adopted, where both qualitative and quantitative methods were employed. However, qualitative method was only used for an open-ended question to gather descriptive, non-numerical data from the respondents and to collect more in-depth insights about respondents’ thoughts on gamification in general. A quantitative method was adopted in this study by using Statistical Package for the Social Sciences (SPSS), Version 27 to analyse numerical data involving descriptive statistics. The overall mean scores in this present study for experience, motivation level and engagement level were recorded at m=4.31 (Very High), m=4.16 (High) and m=4.17 (High) respectively."

Reference

Lee, J. L. S. H., & Yaacob, Y. (2024, May). A study on the use of gamification tools in teaching and learning in the perspective of Generation-Z students. SURIA: Jurnal Pengajian Umum. https://www.researchgate.net/profile/Jason-Song-Haur-Lee/publication/380485400_SURIA_Jurnal_Pengajian_Umum/links/663e47f8352430415396d55d/SURIA-Jurnal-Pengajian-Umum.pdf

Keywords

Gamification, Game-based Learning, Higher Education