Accustoms Gamification in Education Improves Student Motivation, Engagement and Academic Performance
Shariful Hafizi Md Hanafiah1, Kamarul Shukri Mat Teh2, Mohd Fadzil Abdul Kadir3
1Shariful Hafizi Md Hanafiah, Faculty of Islamic Contemporary Studies, Sultan Zainal Abidin University, Terengganu, Malaysia.
2Kamarul Shukri Mat Teh, Faculty of Islamic Contemporary Studies, Sultan Zainal Abidin University, Terengganu, Malaysia.
3Mohd Fadzil Abdul Kadir, Faculty of Informatics and Computing, Sultan Zainal Abidin University, Terengganu, Malaysia.
Manuscript received on 18 July 2019 | Revised Manuscript received on 03 August 2019 | Manuscript Published on 10 August 2019 | PP: 364-367 | Volume-8 Issue-2S3 July 2019 | Retrieval Number: B10620782S319/2019©BEIESP | DOI: 10.35940/ijrte.B1062.0782S319
Open Access | Editorial and Publishing Policies | Cite | Mendeley | Indexing and Abstracting
© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Abstract: Gamification involves game-thinking and game mechanics process to encourage user motivation, engagement and influencing them to achieve problem solving. Gamification in education refers to the use of game mechanics and dynamics as a strategy to infuse ordinary activities or processes to support 21st century learning and facilitation process. Through Malaysia Ministry of Education 1BestariNet project, a virtual learning environment labelled as Frog provided by YTL Communications Sdn Bhd was introduced to support e-learning in Malaysian government schools. Frog VLE combines conventional education concept with cloud computing technologies where learning and facilitation can be done ubiquitously twenty-four hours a day and seven days a week, via computing devices with Internet connection. This article describes gamification in education through Frog VLE module known as FrogPlay to infuse students motivation, engagement and academic performance.
Keywords: Academic Performance, Engagement, Gamification, Motivation, VLE.
Scope of the Article: Smart Learning and Innovative Education Systems