Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia.
In light of the many criticisms about the Malaysian education system unable to stimulate intrinsic academic motivation among students, this research paper aims to address this issue by assessing the practicality and effectiveness of implementing gamification within education as a viable solution. To...
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my.sunway.eprints.1852020-10-12T07:08:58Z http://eprints.sunway.edu.my/185/ Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. Ong, Derek Lai Teik * Chan, Yuen Yeng * Cho, Wai Hong * Koh, Tse Young * LB2300 Higher Education In light of the many criticisms about the Malaysian education system unable to stimulate intrinsic academic motivation among students, this research paper aims to address this issue by assessing the practicality and effectiveness of implementing gamification within education as a viable solution. To do so, the variable factors that determine the effectiveness of gamification need to be identified. Through extensive journal research, the two main factors were identified as past gaming experience (PGE) influenced by intrinsic gaming motivation and personality/learning styles. Through a total of 186 surveys collected, it is found that university students’ perceived effectiveness of gamification is largely independent of past gaming experience and personality/learning styles, except for reducing academic amotivation and stimulating intrinsic motivation. Despite unable to find a suitable model to explain the factors of an effective gamified education, this paper has met its objectives by confirming the fact that gamification does in fact help to tackle the academic motivational problem Malaysia’s education system is currently facing. Furthermore, backed with a mild positive general response from students, it shows that gamification, being independent of past gaming experience and personality/learning style is practical and effective among all students when applied in Malaysia. 2013-07 Conference or Workshop Item PeerReviewed text en http://eprints.sunway.edu.my/185/1/Derek%20Ong%20Lai%20Teik%20-%20Motivation%20of%20Learning%20an%20Assesment%20of%20Practicallity.pdf Ong, Derek Lai Teik * and Chan, Yuen Yeng * and Cho, Wai Hong * and Koh, Tse Young * (2013) Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. In: World Academy of Researchers, Educators, and Scholars in Business, Social Sciences, Humanities and Education Conference, 22 - 25 July 2013, Cape Town, South Africa. |
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LB2300 Higher Education Ong, Derek Lai Teik * Chan, Yuen Yeng * Cho, Wai Hong * Koh, Tse Young * Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. |
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In light of the many criticisms about the Malaysian education system unable to stimulate intrinsic academic motivation among students, this research paper aims to address this issue by assessing the practicality and effectiveness of implementing gamification within education as a viable solution. To do so, the variable factors that determine the effectiveness of gamification need to be identified. Through extensive journal research, the two main factors were identified as past gaming experience (PGE) influenced by intrinsic gaming motivation and personality/learning styles. Through a total of 186 surveys collected, it is found that university students’ perceived effectiveness of gamification is largely independent of past gaming experience and personality/learning styles, except for reducing academic amotivation and stimulating intrinsic motivation. Despite unable to find a suitable model to explain the factors of an effective gamified education, this paper has met its objectives by confirming the fact that
gamification does in fact help to tackle the academic motivational problem Malaysia’s education system is currently facing. Furthermore, backed with a mild positive general response from students, it shows that gamification, being independent of past gaming experience and personality/learning style is practical and effective among all students when applied in Malaysia. |
format |
Conference or Workshop Item |
author |
Ong, Derek Lai Teik * Chan, Yuen Yeng * Cho, Wai Hong * Koh, Tse Young * |
author_facet |
Ong, Derek Lai Teik * Chan, Yuen Yeng * Cho, Wai Hong * Koh, Tse Young * |
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Ong, Derek Lai Teik * |
title |
Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. |
title_short |
Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. |
title_full |
Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. |
title_fullStr |
Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. |
title_full_unstemmed |
Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. |
title_sort |
motivation of learning: an assessment of the practicality and effectiveness of gamification within a tertiary education system in malaysia. |
publishDate |
2013 |
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http://eprints.sunway.edu.my/185/1/Derek%20Ong%20Lai%20Teik%20-%20Motivation%20of%20Learning%20an%20Assesment%20of%20Practicallity.pdf http://eprints.sunway.edu.my/185/ |
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