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A Study on Gamification for Higher Education Students’ Engagement Towards Education 4.0

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Intelligent and Interactive Computing

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 67))

Abstract

An evolution of teaching and learning experience in higher education witnesses many techniques being introduced towards student-centered learning. One of the most popular techniques is game-based learning or known as gamification to enrich students experience in classroom. However, the awareness among educators is lacking and the anxiety whether gamification benefits the learning process is prominent. This paper is written to provide an insight into gamification and its ability to instill students’ engagement. The questionnaire set and model to evaluate the students’ engagement following gamification during teaching and learning process are also studied and presented. Literature review method is used to investigate the relevant subjects related to the gamification for higher education and ways to evaluate its effectiveness. This study showed that there exist several studies on students’ engagement and gamification which are deemed useful to promote students’ engagement. Besides, the study discovered that improved Technology Acceptance Model (TAM) is a good measure to investigate its effectiveness.

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Acknowledgements

The publication of this paper is sponsored by Universiti Teknikal Malaysia Melaka through a research grant numbered PJP/2017/FTMK-CACT/S01573.

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Correspondence to Sabrina Ahmad .

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Appendices

Appendix 1

See Table 4.

Appendix 2

See Table 5.

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Ab Rahman, R., Ahmad, S., Hashim, U.R. (2019). A Study on Gamification for Higher Education Students’ Engagement Towards Education 4.0. In: Piuri, V., Balas, V., Borah, S., Syed Ahmad, S. (eds) Intelligent and Interactive Computing. Lecture Notes in Networks and Systems, vol 67. Springer, Singapore. https://doi.org/10.1007/978-981-13-6031-2_5

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