JOURNAL ARTICLE

Utilising Gamification in Improving Learning Motivation among Multimedia Education Undergraduates

Ravina ThivarahNor Zuhaidah Mohamed ZainUmmu Husna AzizanNorshuhani ZaminNur Saadah Fathil

Year: 2023 Journal:   International Journal of Academic Research in Progressive Education and Development Vol: 12 (3)

Abstract

Gamification is a teaching method that promotes element of game playing that can be implemented in educational environments to stimulate students interactively. Use of gamification in educational environments are aimed to attract students and encourage learning and problem-solving processes. This research paper presents an empirical study that investigated the use of gamification to improve learning motivation among Multimedia Education undergraduates at a public university in Malaysia. The data were analysed through descriptive statistics and correlation with a sample of 110 respondents. Technology acceptance model (TAM) was used to analyse students’ perceptions using three variables: perceived ease of use (PEU), behavioural intention to use (BIU), and actual use (AU). Questionnaires were used as research instruments to collect relevant data through Google Forms. Findings show that gamification was considered by lecturers in the institution to have improved learning motivation among the respondents, with Kahoot as the most used gamification platform. Through the correlation analysis, the PEU variable had the highest R-value (0.80), indicating that students were attracted to gamification learning when it was perceived as easy to use. In general, this research presents an understanding of gamification to improve learning motivation from the perspectives of Multimedia undergraduates at the selected university.

Keywords:
Descriptive statistics Perception Sample (material) Psychology Technology acceptance model Mathematics education Intrinsic motivation Empirical research Multimedia Computer science Usability Social psychology Mathematics Human–computer interaction Statistics

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Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Technology-Enhanced Education Studies
Social Sciences →  Social Sciences →  Education
Blockchain Technology in Education and Learning
Physical Sciences →  Computer Science →  Information Systems

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