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...
Published in: | SEARCH Journal of Media and Communication Research |
---|---|
Main Author: | |
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 |
format |
Article |
accesstype |
|
record_format |
scopus |
collection |
Scopus |
_version_ |
1809677783011426304 |