Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes

Gamification is a concept of using game features and elements utilised in many fields for engaging users and participants. The COVID-19 pandemic has impacted the education field substantially, especially on the educational mode used in classrooms, when the Malaysian Ministry of Education implemented...

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Bibliographic Details
Published in:SEARCH Journal of Media and Communication Research
Main Author: Hamid M.K.A.; Ambikapathy M.; Zanuddin H.
Format: Article
Language:English
Published: Taylor's University Lakeside Campus 2022
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85138271744&partnerID=40&md5=6052f948dd3df2de07dc7137fbf1a381
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Summary:Gamification is a concept of using game features and elements utilised in many fields for engaging users and participants. The COVID-19 pandemic has impacted the education field substantially, especially on the educational mode used in classrooms, when the Malaysian Ministry of Education implemented a new policy to replace traditional classrooms with online or virtual classrooms. Studying virtually for a long period can impact students’ motivation and some of them may feel discouraged to continue their studies. In addition, the situation becomes worse if the virtual classroom environment is not appealing to their interest. Therefore, this research investigates the engagement of students during virtual classes while applying gamification applications. The experimental study investigated the effectiveness of gamification application throughout the virtual learning process. The results indicate that students in the experimental group were engaged more than the control group students with statistically significant differences between the two groups. Thus, the study recommends gamification applications in online classrooms to better engage with students. The Ministry of Education can also consider utilising virtual classroom practices while adapting and using gamification concepts in online classrooms. © SEARCH Journal 2022.
ISSN:2229872X