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freeware that available online for educators to develop the teaching materials. Developing
gamification within the learning materials will further enhance the students’ experience in learning as
well as promoting a better learning performance. Nicholson (2011) stated that educational games
combine curriculum goals with gameplay for individuals to reach a learning outcome.
Various strategies of gamification were proposed to ignite the students’ engagement in learning a subject.
This paper explores the effectiveness of gamification in business model canvas learning for
entrepreneurship students who studied at Universiti Teknologi MARA Kampus Tapah. Following the
introduction, section Literature Review presents the related studies on online game-based learning and
students’ engagement. Sequentially, section Research Method elaborates the method used to collect the
data of this research paper and then followed by section Results and Discussion that describes the results
and analysis of the study. Finally, section Conclusion concludes the paper.
Gamification
This section reviewing some of the related studies of gamification and students’ engagement that has
been done by past researchers. Gamification has become popular in education development in
creating an active learning experience as well as engaging the students.
Teacher-centered has been less used in this digital new era as the students become easily bored by
listening to the lectures only. Hence, the elements of the game were inserted into theoretical-based
learning to create an active learning experience for the students. Gamification is defined as “the use of
game design elements in non-game contexts” (Deterding et al., 2011). Practitioners linked gamification
strategies in non-game settings to add fun and increase engagement and enjoyment of a service or a
product (Hsu, Chang, & Lee, 2013). The fun learning promotes active participation from the students
and therefore, enhance their learning performance. Hamari (2015); Hanus and Fox (2015) and
Sanmugam et.al (2016) stated that the game components were helpful to increase student engagement
in the classroom. Hamari et. al. (2014) encouraged this gamification concept and thus suggested that it
is motivating and makes students more engaged in the classroom.
Students’ Engagement
Student engagement is essential in helping the student to improve their learning performance. Students’
prior learning (readiness), enthusiasm for learning, and the way the input is introduced to them are some
of the factors that influence their ability to learn (Eltegani and Butgereit, 2015). It is very challenging
for the educators to sustain the students’ interest and participation as they have different learning styles
.
to engage with the activities conducted by the educators Dynamic engagement among the active
students is proven that they perform well as they are well-engaged with the lessons and able to retain
more knowledge during the learning activities. Therefore, it is paramount for educators to find an
appropriate strategy to let the students stay engaged throughout the learning process.
In recent years, with the rapid advancement and popularity of computer technology and the internet,
gamification plays an important role in education which is considered to be more student-centred than
traditional learning. Many studies have been conducted to study the factors that promote students’
engagement. Table 1 shows the interactive elements employed in the gamification approach namely
badges, points and levels, and leaderboard (Barata et al. 2013; Hamari 2015; Hanus and Fox 2015;
Kuo and Chuang 2016; Sanmugam et al. 2016). Badges were used the most followed by the
leaderboard in the gamification approach. This may be caused by users’ perception that badges will
highlight their social status to their peers (Hamari 2015).
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