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THE DESIGN OF GAMIFICATION CONCEPT FOR BUSINESS
                 MODEL CANVAS (BMC) IN ENHANCING STUDENT ENGAGEMENT

                                                                               2
                                                         1*
                                         Ima Shanaz Wahidin , Shahrul Ridzuan Arshad

                            1 Department of Business Management, Universiti Teknologi MARA (UiTM), Perak Branch,
                                         Tapah Campus, 35400 Tapah Road, Perak, Malaysia
                                      2 Faculty of Education & Cognitive ScienceAsia e University,
                              Wisma Subang Jaya, No.106, Jalan SS 15/4, 47500 Subang Jaya, Selangor, Malaysia

                                           *Corresponding author: ima90603@uitm.edu.my


                                                        Abstract
               This  paper  explores  the  gamification  concept  for  Business  Model  Canvas  (BMC)  subject  in
               optimising student  engagement  in  the  classroom  via  digital  platform  amid  the  Covid-19  outbreak.
               Online distance learning has become the ultimate education platform for teaching and learning since
               last  year  due  to  the  pandemic  of  Covid-19.  Pedagogically,  the  teaching,  learning  and  assessment
               settings  have  shifted  from  conventional  to  online  settings  in  which  this  online  setting  promotes
               student-centred learning rather than the traditional method of learning. Besides, the role of educators
               or instructors is principally to facilitate the learning process. Having said that, educators or instructors
               need to be creative and inventive in designing and developing interactive and dynamic lesson plans to
               further  address  the  active  engagement  among  students  in  the  digital  learning  environment.
               Traditionally in the physical classroom, the teaching and learning of Business Model Canvas (BMC)
               were delivered through multi-coloured sticky notes and one printed canvas. This technique, however,
               has a washback effect on student engagement as the activity could not be delivered virtually. Hence,
               with the advent of the latest technology in education, the gamification concept for entrepreneurship
               subject (ENT300- Fundamentals of Entrepreneurship) was designed to promote student engagement
               in learning Business Model Canvas (BMC). Thus, the objective of this research paper is to investigate
               the perceived usefulness of the gamification concept in promoting student engagement to learn BMC
               topics effectively. This gamification of BMC addresses the common gamification elements such as
               points, timers, badges, and leaderboards to promote collaborative and competitive activities among the
               students in a digital environment. In brief, this gamification of BMC is expected to assist students to
               learn, understand, and apply BMC in a meaningful way. It is also hoped that this gamification of BMC
               will increase the students’ motivation, interest, and understanding of Business Model Canvas (BMC)
               holistically.

               Keywords: gamification, student engagement, interactive learning, education, business model canvas

                                                       Introduction
               Teaching the young generations nowadays require a lot of effort from the educators to make the learning
               process more interactive and livelier. Davis (1993) in his book titled Tools for Teaching stated that
               “...student attention during lectures tends to wane after approximately 10–15 minutes.” So, it is the
               job of the educators to enhance their teaching skills to provide not only interactive teaching materials
               but  also  an  active  learning  experience  for  the  students.  Active  learning  promotes  the  students’
               engagement in the class. They will stay focus for a longer period and participate in each activity in the
               class.  Students’  involvement  in  the  class  will  contribute  to  their  performance  and  achievement
               measured during either the formative or summative assessment. According to Mohd et al. (2016), the
               chances of active students performing well is high as they retained more knowledge during learning
               activities.

               Therefore, the need for educators to enhance their teaching skills by reinforcing active learning activities
               in teaching materials is crucial to sustaining the students’ engagement. There are a lot of tools and


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