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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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
id 2-s2.0-85138271744
spelling 2-s2.0-85138271744
Hamid M.K.A.; Ambikapathy M.; Zanuddin H.
Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
2022
SEARCH Journal of Media and Communication Research
2022
Special issue

https://www.scopus.com/inward/record.uri?eid=2-s2.0-85138271744&partnerID=40&md5=6052f948dd3df2de07dc7137fbf1a381
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.
Taylor's University Lakeside Campus
2229872X
English
Article

author Hamid M.K.A.; Ambikapathy M.; Zanuddin H.
spellingShingle Hamid M.K.A.; Ambikapathy M.; Zanuddin H.
Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
author_facet Hamid M.K.A.; Ambikapathy M.; Zanuddin H.
author_sort Hamid M.K.A.; Ambikapathy M.; Zanuddin H.
title Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
title_short Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
title_full Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
title_fullStr Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
title_full_unstemmed Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
title_sort Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
publishDate 2022
container_title SEARCH Journal of Media and Communication Research
container_volume 2022
container_issue Special issue
doi_str_mv
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85138271744&partnerID=40&md5=6052f948dd3df2de07dc7137fbf1a381
description 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.
publisher Taylor's University Lakeside Campus
issn 2229872X
language English
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