Conceptual design model of engaging gamification mechanic for online courses

Online learning, or e-learning, delivers educational content and teaching through various formats, ranging from self-paced courses to synchronous virtual classrooms. Gamification, the incorporation of game-like elements into non-game contexts, enhances engagement through rewards, reputation points,...

Full description

Saved in:
Bibliographic Details
Main Authors: Salam, Sazilah, Mohd Yusoff, Azizul, Mohamad, Siti Nurul Mahfuzah, Rashidah, Lip, Pudjoatmodjo, Bambang, Rahmalan, Hidayah, Mazlan, Azlimi
Format: Article
Language:English
Published: Institute of Advanced Engineering and Science 2024
Online Access:http://eprints.utem.edu.my/id/eprint/27790/2/02513290720241510945.pdf
http://eprints.utem.edu.my/id/eprint/27790/
https://www.beei.org/index.php/EEI/article/view/7261
https://doi.org/10.11591/eei.v13i5.7261
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.utem.eprints.27790
record_format eprints
spelling my.utem.eprints.277902024-10-09T15:36:28Z http://eprints.utem.edu.my/id/eprint/27790/ Conceptual design model of engaging gamification mechanic for online courses Salam, Sazilah Mohd Yusoff, Azizul Mohamad, Siti Nurul Mahfuzah Rashidah, Lip Pudjoatmodjo, Bambang Rahmalan, Hidayah Mazlan, Azlimi Online learning, or e-learning, delivers educational content and teaching through various formats, ranging from self-paced courses to synchronous virtual classrooms. Gamification, the incorporation of game-like elements into non-game contexts, enhances engagement through rewards, reputation points, and goal setting. In higher education, researchers seek effective methods to stimulate learning and boost learner engagement. This study employs the analytic hierarchy process (AHP) to identify suitable gamification elements for three types of learner interaction, breaking down the decision-making problem into a hierarchy. Through a pairwise comparison matrix, priorities among hierarchy elements are established. The research involves 36 learners from a technical and vocational education and training (TVET) Public University, selecting the top best six gamification mechanics for each construct: virtual goods, wally’s game, rewards, trophies-badges, skill points, and peer grading. The proposed conceptual design will be implemented in online courses to assess learning engagement in cognitive, behavioural, and affective domains in higher education. Institute of Advanced Engineering and Science 2024-10 Article PeerReviewed text en http://eprints.utem.edu.my/id/eprint/27790/2/02513290720241510945.pdf Salam, Sazilah and Mohd Yusoff, Azizul and Mohamad, Siti Nurul Mahfuzah and Rashidah, Lip and Pudjoatmodjo, Bambang and Rahmalan, Hidayah and Mazlan, Azlimi (2024) Conceptual design model of engaging gamification mechanic for online courses. Bulletin of Electrical Engineering and Informatics, 13 (5). pp. 3481-3492. ISSN 2089-3191 https://www.beei.org/index.php/EEI/article/view/7261 https://doi.org/10.11591/eei.v13i5.7261
institution Universiti Teknikal Malaysia Melaka
building UTEM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknikal Malaysia Melaka
content_source UTEM Institutional Repository
url_provider http://eprints.utem.edu.my/
language English
description Online learning, or e-learning, delivers educational content and teaching through various formats, ranging from self-paced courses to synchronous virtual classrooms. Gamification, the incorporation of game-like elements into non-game contexts, enhances engagement through rewards, reputation points, and goal setting. In higher education, researchers seek effective methods to stimulate learning and boost learner engagement. This study employs the analytic hierarchy process (AHP) to identify suitable gamification elements for three types of learner interaction, breaking down the decision-making problem into a hierarchy. Through a pairwise comparison matrix, priorities among hierarchy elements are established. The research involves 36 learners from a technical and vocational education and training (TVET) Public University, selecting the top best six gamification mechanics for each construct: virtual goods, wally’s game, rewards, trophies-badges, skill points, and peer grading. The proposed conceptual design will be implemented in online courses to assess learning engagement in cognitive, behavioural, and affective domains in higher education.
format Article
author Salam, Sazilah
Mohd Yusoff, Azizul
Mohamad, Siti Nurul Mahfuzah
Rashidah, Lip
Pudjoatmodjo, Bambang
Rahmalan, Hidayah
Mazlan, Azlimi
spellingShingle Salam, Sazilah
Mohd Yusoff, Azizul
Mohamad, Siti Nurul Mahfuzah
Rashidah, Lip
Pudjoatmodjo, Bambang
Rahmalan, Hidayah
Mazlan, Azlimi
Conceptual design model of engaging gamification mechanic for online courses
author_facet Salam, Sazilah
Mohd Yusoff, Azizul
Mohamad, Siti Nurul Mahfuzah
Rashidah, Lip
Pudjoatmodjo, Bambang
Rahmalan, Hidayah
Mazlan, Azlimi
author_sort Salam, Sazilah
title Conceptual design model of engaging gamification mechanic for online courses
title_short Conceptual design model of engaging gamification mechanic for online courses
title_full Conceptual design model of engaging gamification mechanic for online courses
title_fullStr Conceptual design model of engaging gamification mechanic for online courses
title_full_unstemmed Conceptual design model of engaging gamification mechanic for online courses
title_sort conceptual design model of engaging gamification mechanic for online courses
publisher Institute of Advanced Engineering and Science
publishDate 2024
url http://eprints.utem.edu.my/id/eprint/27790/2/02513290720241510945.pdf
http://eprints.utem.edu.my/id/eprint/27790/
https://www.beei.org/index.php/EEI/article/view/7261
https://doi.org/10.11591/eei.v13i5.7261
_version_ 1814061428301103104
score 13.252575