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Table 1.  Interactive gamification elements used in previous studies

















               However, not all educators are creative enough to develop new lessons with integrated gamification.
               Thus, web-based gamification platforms such as Kahoot!, Quizziz, Socrative, Mentimeter and Quizalize
               provide  excellent  options  for  educators  to  choose  from  in  diversifying  their  lesson  plans  that  can
               increase  students’  engagement  be  it  in  the  physical  classroom  or  virtual  classroom.  Numerous
               researches on web-based gamification platforms have been conducted to investigate their effectiveness.
               According to the research findings by Wang (2015), Wang and Lieberoth (2016), Chaiyo and Nokham
               (2017) and Sawang et al. (2017) it was found that Kahoot! is the most dynamic and interactive web-
               based platform where the students were highly engaged during the learning session, competing with
               each other to win the games assigned to them. Wang (2015) reported that the duration of gamification
               did not negatively affect the students’ engagement. Besides that, a study done by Chaiyo and Nokham
               (2017)  indicated  that  Kahoot!  and  Quizizz  could  improve  students’  concentration,  engagement,
               enjoyment, and motivation way better than Google Form. In general, as Wang and Lieberoth (2016)
               mentioned, gamification elements such as audio and points has revealed that the combination of both
               elements gave a much more significant effect as it developed a positive dynamic classroom environment
               holistically.


                                                        Methods
               Study Area
               This quantitative research employed a questionnaire with multiple Likert scale questions where a 1-5
               scale was used as the indicator (1: Strongly disagree, 2: Disagree, 3: Neutral, 4: Agree, 5: Strongly
               Agree). The questionnaire was then digitised to Google Form and distributed to all respondents in this
               research. Four items of perceived usefulness of the gamification in learning BMC were analysed in
               percentage and frequency. The respondents for this research were the students of Universiti Teknologi
               MARA Cawangan Perak who undertake the course of ENT300 – Fundamentals of Entrepreneurship.
               The result of this research helped the lecturers to develop more interesting and interactive gamification
               in learning Business Model Canvas.


                                                  Result and Discussion
               Figure 1 illustrates the gender of the respondents for this research. A total of 54 respondents were
               involved in this research and from this number, 31.5% of them were male while 68.5% were female
               (Figure 1). In other words, the majority of the respondents who participated in this study were female.











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