Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics

Literature emphasizes that gamification significantly enhances students’ engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics’ pedagogical understanding, knowledge,...

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Main Authors: Muhammad Kamarul, Kabilan, Nagaletchimee, Annamalai, Chuah, Kee Man
Format: Article
Language:English
Published: Springer Nature 2023
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Online Access:http://ir.unimas.my/id/eprint/41623/1/Chuah%2C%20Kee%20Man.pdf
http://ir.unimas.my/id/eprint/41623/
https://www.springer.com/journal/10639
https://doi.org/10.1007/s10639-023-11723-7
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Institution: Universiti Malaysia Sarawak
Language: English
id my.unimas.ir.41623
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spelling my.unimas.ir.416232023-10-10T03:54:28Z http://ir.unimas.my/id/eprint/41623/ Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics Muhammad Kamarul, Kabilan Nagaletchimee, Annamalai Chuah, Kee Man L Education (General) Literature emphasizes that gamification significantly enhances students’ engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics’ pedagogical understanding, knowledge, and skills and how they utilize these in planning and carrying out their gamified lessons particularly in the context of higher education, are not well researched. A mixed-methods study was conducted at a Malaysian public university with the aim of uncovering the practices, purposes, and challenges of integrating gamification via technology from the academics’ perspective. Findings show the academics’ practices of gamification could be further enhanced and their pedagogical considerations revolve around five main themes: (i) motivating students’ learning; (ii) facilitating thinking skills and solving problems; (ii) engaging students’ learning; (iv) facilitating interactions and (v) achieving specific teaching and learning goals. Based on the findings, the researchers proposed two models that would be able to facilitate and enhance academics’ pedagogical knowledge and skills in integrating gamification for students’ learning. Springer Nature 2023-04-04 Article PeerReviewed text en http://ir.unimas.my/id/eprint/41623/1/Chuah%2C%20Kee%20Man.pdf Muhammad Kamarul, Kabilan and Nagaletchimee, Annamalai and Chuah, Kee Man (2023) Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics. Education and Information Technologies, 28 (4). pp. 1-33. ISSN 1360-2357 https://www.springer.com/journal/10639 https://doi.org/10.1007/s10639-023-11723-7
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
topic L Education (General)
spellingShingle L Education (General)
Muhammad Kamarul, Kabilan
Nagaletchimee, Annamalai
Chuah, Kee Man
Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics
description Literature emphasizes that gamification significantly enhances students’ engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics’ pedagogical understanding, knowledge, and skills and how they utilize these in planning and carrying out their gamified lessons particularly in the context of higher education, are not well researched. A mixed-methods study was conducted at a Malaysian public university with the aim of uncovering the practices, purposes, and challenges of integrating gamification via technology from the academics’ perspective. Findings show the academics’ practices of gamification could be further enhanced and their pedagogical considerations revolve around five main themes: (i) motivating students’ learning; (ii) facilitating thinking skills and solving problems; (ii) engaging students’ learning; (iv) facilitating interactions and (v) achieving specific teaching and learning goals. Based on the findings, the researchers proposed two models that would be able to facilitate and enhance academics’ pedagogical knowledge and skills in integrating gamification for students’ learning.
format Article
author Muhammad Kamarul, Kabilan
Nagaletchimee, Annamalai
Chuah, Kee Man
author_facet Muhammad Kamarul, Kabilan
Nagaletchimee, Annamalai
Chuah, Kee Man
author_sort Muhammad Kamarul, Kabilan
title Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics
title_short Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics
title_full Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics
title_fullStr Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics
title_full_unstemmed Practices, purposes and challenges in integrating gamification using technology : A mixed-methods study on university academics
title_sort practices, purposes and challenges in integrating gamification using technology : a mixed-methods study on university academics
publisher Springer Nature
publishDate 2023
url http://ir.unimas.my/id/eprint/41623/1/Chuah%2C%20Kee%20Man.pdf
http://ir.unimas.my/id/eprint/41623/
https://www.springer.com/journal/10639
https://doi.org/10.1007/s10639-023-11723-7
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