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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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