SlideShare a Scribd company logo
1 of 7
Download to read offline
Bulletin of Electrical Engineering and Informatics
Vol. 9, No. 2, April 2020, pp. 722~728
ISSN: 2302-9285, DOI: 10.11591/eei.v9i2.2083  722
Journal homepage: http://beei.org
The need of gamified assessment for engaging
learning experience
Norhusyairi Hawari1
, Nurul Hidayah Mat Zain2
, Aslina Baharum3
1,2
Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA Cawangan Melaka,
Kampus Jasin, Malaysia
3
Faculty of Computing and Informatics, Universiti Malaysia Sabah, Malaysia
Article Info ABSTRACT
Article history:
Received Oct 1, 2019
Revised Nov 30, 2019
Accepted Dec 28, 2019
Gamification described as the use of game elements for purposes beyond
games. As an extension of that, gamified assessment is defined as the use
of gamification for assessment purposes. However, the traditional method
of assessment remains the standard for student performance assessment,
and this raises two assumptions. First, the current gamification
implementation is still in its infancy. Thus, it is still unappealing enough
for practical use. Second, there is a lack of study that brings forward
the desire to have gamification implemented in the assessment. Hence, this
study intends to explore the student’s perception of gamified assessment
followed by their verdict, acquire the strength and weakness points
of the existing implementation. In total, 86 students across several
universities in Malaysia involved in this study. The present study
implemented standard descriptive statistical methods for analyzing the data.
The findings showed that there are needs for gamified assessment
for an engaging learning experience. Besides, the results showed one
of the earlier presumptions, which is the lack of study that points toward
the student’s desire to have a gamified assessment. Keenly, the results
of the study will emphasize the need for developing a rigorous gamified
assessment model as a guideline to develop an application that engaging
learning experience.
Keywords:
Assessment
Engaging
Gamification
Gamified assessment
Learning experience
This is an open access article under the CC BY-SA license.
Corresponding Author:
Nurul Hidayah Mat Zain,
Faculty of Computer and Mathematical Sciences,
Universiti Teknologi MARA (UiTM) Cawangan Melaka, Kampus Jasin,
77300 Merlimau, Melaka, Malaysia.
Email: nurulmz@fskm.uitm.edu.my
1. INTRODUCTION
Games are fun. This characteristic is one of an element that makes a game voluntarily approachable
and can be implemented in various ways, such as in the learning aspect. Typically, gamification is the use
of game elements beyond the gaming context [1]. The implementation element of a game in education can
result in an exciting learning experience where participation is autonomous. Previous study [2], stated that
97% out of 149 students find their course content to be more interesting through gamified simulation.
Besides, the study [3] presented several game design elements for education, including points, level/stages,
badges, leader boards, prizes and rewards, progress bar, storyline, and feedback. The implementation
of this element into daily tasks can turn it into an enjoyable activity [1]. Another implementation
of gamification is in assessments. There are several benefits gamified assessment including the increment
of engagement level, heightening motivation, offering a sense of flow through the content, creating a fun
Bulletin of Electr Eng & Inf ISSN: 2302-9285 
The need of gamified assessment for engaging learning experience (Norhusyairi Hawari)
723
learning atmosphere, increasing accomplishments, and ensure involvement in activities [4]. However,
a recent study showed there is a complex and challenging mission in distinguishing individual game elements
to adapt in a different field [5] and to simplify the gamified task that aims to improve motivation [6].
Thus, gamified assessment can be viewed as a fun education experience by enhancing the motivation of
the user to participate in an assessment process.
In the early years, gamification known as productivity games, surveillance entertainment, fun ware,
playful design, behavioral games, game layer, or applied gaming [7]. Gamification is a popular support
medium related to user engagement and positive assistive behaviors such as to encourage user’s involvement
and peer networking as a result of motivating the user internally [8]. Besides, an engaged student shows
a stable academic activity through difficulties, the dedication of work, and motivated to execute their task as
reported by a case study [9]. Motivation determines class participation since, unlike in school, attendance
is voluntary instead of compulsory. Students may skip classes and miss out on the learning progress
as motivation decreases [10]. In this case, motivation is a vital factor, and often the result of the lack
of engagement. With that, engagement experience can be concluded as the determining factor for attitude
and motivation, which will improve participation in an assessment.
A previous study [11] stated that higher academic performance driven by the thought and action
of a motivated student. P. A. Howard-Jones and T. Jay [12] reported that long-term memory resulting
in higher academic performance could be significantly enhanced through reward value goes up. This finding
demonstrates an equivalent exchange of an effort toward a task or assessment with a reward element.
The same practice applies in games where the players are rewarded with a valuable digital item within
the game for achieving certain ranks. Thus, by exploiting this reward system, students will be motivated
to put on extra effort while having fun.
At the post-graduation level, the implementation of technology in education is gradually rising [13].
One of the commonly used technology in education is online classes which is believed by 77% of academic
officers to be similar or better than classroom learning in a study by M. D. Dixson [14]. This scenario enables
gamified assessment to be implemented in higher level education by adopting several simultaneous gaming
elements such as reward systems, including unlocking badges, achievement, and storytelling to maintain
engagement throughout the lesson. These elements makes a game fun, engaging and drives motivation [15].
It is also a viable tool to maintain motivation in education.
Gamification is still discrete despite the growing study in the area and the various benefit of it.
The media publications are still focusing on the negative part of video games such as violent. The previous
study [16] reported that aggressive games as “casually increasing aggression,” “predicts aggression,”
and “showing clear aggression in real life.” Besides, S. Sengün, J. Salminen, P. Mawhorter, S. Jung,
and B. Jansen [17] in their study presented the same result related to verbal aggression identity that can be
anonymous online. However, this is limited to violent video games, according to the study. There is
a conflicting study that proves otherwise, as stated in the same paper by T. Greitemeyer [16]. A study by S.
KĂźhn, D. Kugler, K. Schmalen, M. Weichenberger, C. Witt, and J. Gallinat [18] also concluded that evidence
is absent as there is no connection observed between violent video game and sensitivity to pain and empathy.
The findings show that violence resulted from video games requires more study. P. M. Markey, C. N.
Markey, and J. E. French [19] stated that research shows that the aggressive behavior resulted from video
games is small, and most subjected to a biased portrayal of violence by the media publication. Gamification
triggers curiosity, enjoyment, interest, prolongs attention span for hours a day, and encourage repeated
reengagement with content [20-24].
Among the significant factors that make gamification unattractive is because the educational game
is not entirely fun. They packed educational materials with limited gamification elements. This scenario
makes participation being out of necessity instead of self-initiated [25]. Moreover, PowerPoint slides are
overused and often overloaded with information making it repulsive [26]. Students end up ignoring or writing
notes. In addition, reading from PowerPoint slides is ineffective one-way communication. A productive
environment for higher education levels includes “interaction and the sense of engagement” [27].
This environment provides a space for discussion, debating the idea, negotiation, and reaching an agreement.
Hence, interaction is a factor that can not be omitted. Therefore, the primary purpose of this study is to find
out the interest in the implementation of gamified assessment in higher-level education.
This study aims to gauge university student’s interest in gamification of assessment. The result
of this study can be used to enhance the traditional assessment to involve students through the assessment
process and improve motivation as well as to invoke voluntary participation. Moreover, the result of this
study can be used to reduce the class dropout rate. The sample is collected from university students from
various universities in Malaysia, and the results are then analyzed to gauge the interest level.
 ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 722 – 728
724
2. METHODOLOGI
2.1. The participants and procedure
A survey was conducted to investigate the need for gamification as an educational encouragement
among university students. The target respondent of the study is limited to university students and managed
to gather 86 participants. The survey was made and distributed online; thus, participation is voluntary, and no
physical meeting is needed. The data analyzed after three days distributed among university students.
The survey gathered demography data such as age, education level, and exposure to gamified assessment.
The survey procedure starts with gathering data through Google Forms. The survey is distributed
through a designated social media group consisting of students of various disciplines and universities.
The survey is then left to capture voluntary responses. Next, the data is analyzed to remove invalid responses
(e.g., age=99 years old) to produce a valid result. The data then analyzed through the SPSS software
to summarize it into frequency percentages. Finally, we run Cronbach’s Alpha to measure of internal
consistency and measure of scale reliability. The final result is a sorted data which can be used to produce
meaningful and decipherable information.
2.2. The instrument
The participants are given an instrument as adapted from a study by E. N. Wiebe, A. Lamb, M.
Hardy, and D. Sharek [28]. The purpose of the instrument to measure the user’s engagement level
in video-games. The questionnaire consists of eight items for demographic investigation and 17 items related
to interest in gamification. The items are Cronbach’s Alpha tested in the SPSS software for internal
consistency and questionnaire’s reliability. The acceptable value for Cronbach’s Alpha is between 0.7
and above, while the overall value for this survey item is 0.932 for 17 items. Each item is given a scale
of agreeability according to the Likert scale ranging from 1= strongly disagree, 2=disagree, 3=neutral,
4=agree, and 5=strongly agree. The estimated time of completion for a single survey form is seven minutes.
Table 1 shows the list of items distributed to the participants. Each item is given a scale of agreeability
according to the Likert scale ranging from 1= strongly disagree, 2=disagree, 3=neutral, 4=agree,
and 5=strongly agree. The estimated time of completion for a single survey form is 7 minutes. Table 1 shows
the list of items distributed to the participants.
Table 1. List of the item
No Items
AF1 I can do assessment better through gamified assessment
AF2 I can do assessment according to my own pace
AF3 I can do assessment anytime
AF4 I can do assessment anywhere
UF1 Assessing through gamified assessment is an encouraging activity
UF2 Gamified assessment challenges my understanding of the course content
UF3 I think gamified assessment is highly beneficial to me
UF4 I prefer gamified assessment over traditional assessment
UF5 I am highly interested in using gamified assessment in the future
UIF1 I wish there’s more opportunity to use gamified assessment
UIF2 I wish to assess course content through gamified assessment
UIF3 I would like to integrate course content with gamified assessment
UIF4 I wish course content will be available as a gamified assessment
EF1 Gamified assessment involves me in the assessment process
EF2 I can pay more attention to the assessment content through gamified assessment
EF3 I can concentrate better through gamified assessment
EF4 I feel immersed when using gamified assessment
3. RESULTS AND DISCUSSION
The data gathered the number of participants taking part, the frequency of each answer,
and the percentage relative to the rate as derived from the respondent’s traffic for three days. Table 2 shows
the collection of demography data. The result shows that the majority of the participants are females
(n=49, 57%). Most are 22 years old (n=31, 36.1), and 78 out of 86 participants are pursuing bachelor’s
degrees (n=78, 90.7%). This finding proves that 22 is the most common age of bachelor’s degree students.
Moreover, 81.4% of the participants appear to be from University Technology MARA (UiTM)
(n=70, 81.4%). Most participants agreed that playing games are a fun activity (n=82, 95.3%). Finally,
as gamification is a new concept, the majority are uncertain of their exposure in gamified assessment where
the highest frequency answered Maybe (n=42, 48.8%) followed by No (n=31, 36%). Only 15.1% are firmly
sure of their experience in gamified assessment. The results are grouped into agreeability, disagreeability,
and neutral part. According to the Likert scale, the strongly disagree and disagree scale are grouped into
disagreeability parts. Meanwhile, for the scale of agree and strongly agree grouped into agreeability part. The
middle point will be considered neutral.
Bulletin of Electr Eng & Inf ISSN: 2302-9285 
The need of gamified assessment for engaging learning experience (Norhusyairi Hawari)
725
Table 2. List of demographic items
Questions Range Frequency Percentage (%)
Gender
Male 37 43
Female 49 57
Age
21 10 11.6
22 31 36.1
23 19 22.1
24 13 15.1
25 7 8.1
26 5 5.8
27 1 1.2
Level of Education
Diploma 4 4.7
Bachelor’s Degree 78 90.7
Master’s Degree 3 3.5
Doctor of Philosophy 1 1.2
Which IPTA/IPTS are you
from?
UTM 2 2.3
UMP 1 1.2
UMS 1 1.2
UiTM 70 81.4
UMT 1 1.2
UTeM 9 10.5
UniMAP 1 1.2
MSU 1 1.2
Do you like to play games?
Yes 82 95.3
No 4 4.7
Have you been exposed to
gamified assessment?
Yes 13 15.1
No 31 36
Maybe 42 48.8
Table 3 shown the findings of the accessibility element, with 69.7% of the respondent agree that
gamification is a better way to do the assessment (AC1). Next, 30.2% of the respondents were neutral for this
statement, and there is no disagreement. The respondents were asked whether the assessment should proceed
according to the individual’s pace (AC2), the data recorded 1.2% disagreement, while the majority is positive
by according to 72.1% of the respondents.
Table 3. Mean score frequency (%) of responses on accessibility element (AC)
Element Code
Strongly
Disagree
Disagree
Neither Agree Nor
Disagree
Agree
Strongly
Agree
Mean
Std.
Deviation
Accessibility
AC1
AC2
AC3
AC4
0
0
0
2.3
0
1.2
3.5
9.3
30.2
26.7
40.7
25.6
45.3
53.5
38.4
37.2
24.4
18.6
17.4
25.6
3.94
3.90
3.70
3.74
0.74
0.70
0.80
1.02
Total mean 3.82
Moreover, the respondents required to respond to the statement regarding their assessment process,
which could implement at any given time (AC3). The result showed that 55.8% agreed that gamified
assessment timing is flexible. Surprisingly, the neutral value is significant, which is 40.7% of the sample
respondent. This finding may be subjected to the availability of internet access and limited place to settle
during a lengthy assessment process. Typically, online assessments require a stable network connection.
By tackling this issue, the agreeability part may increase. Finally, 11.6% disagree that gamified assessment
could be done at any place (AC4). This result relates to the facility issues explained in the previous item.
Nevertheless, 62.8% agree that they can do an assessment anywhere. The Cronbach’s Alpha value for this
element is 0.721 and falls within the highly related threshold.
Table 4 showed the result of the usefulness element. The first statement presented 88.4% agreed that
gamified assessment encourages active participation (US1). This finding is an indicator that gamified
assessment attracts students to participate in the process. The next statement challenges the respondents with
their perceived understanding of the course content (US2). The result has shown 79% agreeability from
respondents with a 1.2% minority for disagreement. There were 86% of respondents agree that gamified
assessment gives self-beneficial value (US3) without any disagreement.
Moreover, 86.1% agreed that they prefer gamified assessment over the traditional assessment (US4),
and 1.2% of the respondent believes that the conventional assessment is still the preferred choice. Finally,
the statement regarding whether the respondents felt interested in using gamified assessment in the future
(US5), there was 87.2% agreement with a 1.2% disagreement. This finding is surprising as there is a response
that is uninterested with a modernized assessment. The Cronbach’s Alpha value for this element is 0.861
and falls within the highly related threshold.
Table 5 showed the result that is related to the user interest element. In this section, the first
statement refers to the opportunity to use a gamified assessment (UI1). There were 91.9% agreed with this
 ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 722 – 728
726
statement, which is a good sign that the gamified assessment is gaining attraction. Meanwhile, surprisingly,
there was no disagreement with this statement. The findings do not align with the previous result, where there
is a minority of respondents uninterested in the gamified assessment.
Table 4. Mean score frequency (%) of responses on usefulness element (US)
Element Code
Strongly
Disagree
Disagree
Neither Agree
Nor Disagree
Agree
Strongly
Agree
Mean
Std.
Deviation
Usefulness
US1
US2
US3
US4
US5
0
0
0
0
0
0
1.2
0
1.2
1.2
11.6
19.8
14.0
12.8
11.6
46.5
48.8
45.3
44.2
43.0
41.9
30.2
40.7
41.9
44.2
4.30
4.08
4.27
4.27
4.30
0.67
0.74
0.69
0.73
0.72
Total mean 4.24
Table 5. Mean score frequency (%) of responses on user interest element (UI)
Element Code
Strongly
Disagree
Disagree
Neither Agree
Nor Disagree
Agree
Strongly
Agree
Mean Std. Deviation
User Interest
UI1
UI2
UI3
UI4
0
0
0
0
0
1.2
0
1.2
8.1
8.1
10.5
14.0
44.2
45.3
44.2
46.5
47.7
45.3
45.3
38.4
4.40
4.35
4.35
4.22
0.64
0.68
0.66
0.73
Total mean 4.33
In addition, 90.6% of respondents wished to assess their course content through gamified
assessment (UI2), and again, 1.2% prefers the traditional method instead. There were 89.5% of respondents
had shown their interest regarding the integration of their course content with gamified assessment (UI3).
Lastly, the statement about whether the respondents wish to have their course content to be available
as a gamified assessment (UI4), the result showed 84.9% agreed, while 1.2% are comfortable with the current
assessment methodology. This finding indicates that a certain percentage of the respondents still find
traditional assessment appealing. The Cronbach’s Alpha value for this element is 0.890 and falls within
the highly related threshold.
As shown in Table 6, 77.9% of respondents agreed with the statement that the user should involve
in the gamified assessment process (EN1). There were 77.9% agreed that they could pay more attention
to the assessment content through gamified assessment (EN2). However, 1.2% doesn’t feel
a positive difference.
Table 6. Mean score frequency (%) of responses on Engagement Element (EN)
Element Code
Strongly
Disagree
Disagree
Neither Agree Nor
Disagree
Agree
Strongly
Agree
Mean
Std.
Deviation
Engagement
EN1
EN2
EN3
EN4
0
0
0
0
1.2
1.2
1.2
0
20.9
20.9
23.3
20.9
43.0
46.5
43.0
45.3
34.9
31.4
32.6
33.7
4.12
4.08
4.07
4.13
0.77
0.75
0.78
0.73
Total mean 3.82
Moreover, 75.6% agreed that they could pay more attention to the assessment content through
gamified assessment (EN3). This result indicated that gamified assessment possesses better attraction even
there is a 1.2% disagreement with this statement. It may be because the minority of respondents found that
gamified assessment does not grab their attention or a distraction to an assessment. Lastly, there were 79%
of respondents agree they feel immersed when using gamified assessment (EN4). The Cronbach’s Alpha
value for this element is 0.910 and falls within the highly related threshold.
4. CONCLUSION
This paper aims at finding the need of gamified assessment for engaging learning experience among
students at a higher-level education in Malaysia. Gamified assessment is currently not widely used
in education at this level. However, this study found through a survey that there is an interest shown
for gamified assessment among university students. The survey collects quantitative data to be statistically
analyzed using the SPSS software, and the result suggests that gamified assessment is the future of education,
while the literature review points that it is an effective method to improve engagement and encourage
active participation.
According to the overall finding, the gamified assessment is not the solution for a minority
of the respondents. As engagement is perceived differently according to the user’s interest and goal, some
Bulletin of Electr Eng & Inf ISSN: 2302-9285 
The need of gamified assessment for engaging learning experience (Norhusyairi Hawari)
727
of them are comfortable with the current method of assessment. However, the majority of the respondents
agreed that gamified assessment is engaging. Most of the respondents agree that gamified assessment allows
active participation and improve motivation.
Moreover, the results of the present study showed that most of the respondents agree on the need
for gamified assessment. However, the conflicts were predictable, especially since gamified assessment
is still not widely adopted in Malaysia. Besides, the result showed, many respondents still have not been
exposed to gamified assessment.
ACKNOWLEDGEMENTS
We would like to express our sincere thanks towards UiTM and Ministry of Higher Education,
Malaysia for sponsoring this research by using the funding of the Fundamental Research Grant Scheme
(FRGS) numbered 600-IRMI/FRGS 5/3 (210/2019). Their support is greatly appreciated. We also would like
to express our gratitude to all experts or respondents who were directly or indirectly involved in this study.
REFERENCES
[1] S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon, "Gamification. using game-design elements in non-
gaming contexts," Proc. 2011 Annu. Conf. Ext. Abstr. Hum. factors Comput. Syst. - CHI EA ’11, p. 2425, January
2011.
[2] M. T. Bonde, G. Makransky, J. Wandall, M. V Larsen, M. Morsing, and H. Jarmer, "Careers and recruitment
Improving biotech education through gamified laboratory simulations," Nature Biotechnology. Publ. Gr., vol. 32,
no. 7, pp. 694-697, 2014.
[3] F. F.-H. Nah, Q. Zeng, V. R. Telaprolu, A. P. Ayyappa, and B. Eschenbrenner, "Gamification of education: a
review of literature," in International Conference on HCI in Business, vol. 8527 pp. 401-409, 2014.
[4] S. A. Kocadere and Ş. Çağlar, "The design and implementation of a gamified assessment," Journal of E-Learning
and Knowledge Society, vol. 11, no. 3, pp. 85-99, September 2015.
[5] B. Morschheuser, L. Hassan, K. Werder, and J. Hamari, "How to design gamification? A method for engineering
gamified software," Information and Software Technology, vol. 95, pp. 219-237, March 2018.
[6] J. Lumsden, E. A. Edwards, N. S. Lawrence, D. Coyle, and M. R. Munafò, "Gamification of cognitive assessment
and cognitive training: a systematic review of applications and efficacy," JMIR Serious Games, vol. 4, no. 2,
July 2016.
[7] S. Deterding, D. Dixon, R. Khaled, and L. Nacke, "From game design elements to gamefulness: defining
‘gamification," in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future
Media Environments, pp. 9-15, 2011.
[8] J. Hamari, J. Koivisto, and H. Sarsa, "Does Gamification Work? -- A Literature Review of Empirical Studies on
Gamification," 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, pp. 3025-3034,
2014.
[9] M.-B. Ibanez, A. Di-Serio, and C. Delgado-Kloos, "Gamification for engaging computer science students in
learning activities: a case study," in IEEE Transactions on Learning Technologies, vol. 7, no. 3, pp. 291-301,
1 July-Sept. 2014.
[10] A. Kucharcikova, M. Miciak, E. Malichova, M. Durisova, and E. Tokarcikova, "The motivation of students at
universities as a prerequisite of the education’s sustainability within the business value generation context,"
Sustainability, vol. 11, no. 20, p. 5577, October 2019.
[11] W. Fan and C. A. Wolters, "School motivation and high school dropout: The mediating role of educational
expectation," Br. J. Educ. Psychol., vol. 84, no. 1, pp. 22-39, 2014
[12] P. A. Howard-Jones and T. Jay, "Reward, learning and games," Current Opinion in Behavioral Sciences., vol. 10,
pp. 65-72, August 2016.
[13] S. Ismail, A. Almekhlafi, and M. Al-Mekhlafy, "Teachers’ perceptions of the use of technology in teaching
languages in United Arab Emirates’ schools," Int. J. Res. Educ., vol. 27, no. 1, pp. 37-56, 2010.
[14] M. D. Dixson, "Measuring student engagement in the online course: The Online Student Engagement scale
(OSE).," Online Learn., vol. 19, no. 4, 2015.
[15] D. Dicheva, C. Dichev, G. Agre, and G. Angelova, "Gamification in education: A systematic mapping study,"
Educ. Technol. Soc., vol. 18, no. 3, pp. 75-88, 2015.
[16] T. Greitemeyer, "Playing violent video games increases intergroup bias," Personality and Social Psychology
Bulletin, vol. 40, no. 1, pp. 70-78, 2014.
[17] S. SengĂźn, J. Salminen, P. Mawhorter, S. Jung, and B. Jansen, "exploring the relationship between game content
and culture-based toxicity," HT'19: Proceeding of the 30th ACM Conference on Hypertext and Social Media”,
pp. 87-95, 2019.
[18] S. KĂźhn, D. Kugler, K. Schmalen, M. Weichenberger, C. Witt, and J. Gallinat, "The myth of blunted gamers: no
evidence for desensitization in empathy for pain after a violent video game intervention in a longitudinal fmri study
on non-gamers," NeuroSignals, vol. 26, no. 1, pp. 22-30, 2019.
[19] P. M. Markey, C. N. Markey, and J. E. French, "Violent video games and real-world violence: Rhetoric versus
data.," Psychol. Pop. Media Cult., vol. 4, no. 4, pp. 277, 2015.
 ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 722 – 728
728
[20] L.-M. Putz and H. Treiblmaier, "Gamified workshops as drivers for attitudinal and behavioral shifts toward
sustainable business practices: the role of enjoyment, curiosity and external regulation," in Proceedings of the 51st
Hawaii International Conference on System Sciences, pp. 1197, January 2018.
[21] C. Dichev, D. Dicheva, G. Angelova, and G. Agre, "From gamification to gameful design and gameful experience
in learning," Cybern. Inf. Technol., vol. 14, no. 4, pp. 80-100, 2014.
[22] J. Novak, M. Melenhorst, I. Micheel, C. Pasini, P. Fraternali, and A. E. Rizzoli, "Integrating behavioural change
and gamified incentive modelling for stimulating water saving," Environmental Modelling & Software, vol. 102,
pp. 120-137, April 2018.
[23] N. H. M. Zain, R. H. Johar, A. A. Aziz, A. Baharum, A. Jaafar, and A. M. Yasin, "An evaluation of player
enjoyment in game-based learning arithmetic drills via racing game," International Visual Informatics Conference,
vol. 10645 LNCS, pp. 636-646, 2017.
[24] N. H. M. Zain, M. H. Hashim, A. Baharum, I. Ismail, R. A. Aziz, and A. M. Yasin, "Evaluating player enjoyment
in mobile," Games Journal of Comp utational and Theoretical Nanoscience (ICCST), pp. 1366-1369,
February 2018.
[25] N. Padilla-Zea, F. L. GutiĂŠrrez, J. R. LĂłpez-Arcos, A. Abad-Arranz, and P. Paderewski, "Modeling storytelling
to be used in educational video games," Computers in Human Behavior, vol. 31, pp. 461-474, February 2014.
[26] V. Kasinathan, A. Mustapha, R. Fauzi, and M. F. C. A. Rani, "Questionify: gamification in education," Int. Jornal.
Integr. Engineering., vol. 10, no. 6, 2018.
[27] S. Geng, K. M. Y. Law, and B. Niu, "Investigating self-directed learning and technology readiness in blending
learning environment," International Journal of Educational Technology in Higher Education, vol. 16, no. 1, 2019.
[28] E. N. Wiebe, A. Lamb, M. Hardy, and D. Sharek, "Seasuring engagement in video game-based environments:
investigation of the user engagement scale," Computer in. Human Behavior., vol. 32, pp. 123-132, March 2014.
BIOGRAPHIES OF AUTHORS
Norhusyairi Hawari received his Computer Science Diploma in Multimedia Computing from
Universiti Teknologi Malaysia (UTM), bachelor’s degree of Computer Science in Multimedia
Computing from Universiti Teknologi Mara (UiTM), Jasin campus, Malaysia and currently
pursuing his M.Sc. Degree of Computer Science in Universiti Teknologi Mara (UiTM), Shah
Alam campus, Malaysia, in 2012, 2016 and 2019, respectively. His research interests include
human-computer interaction, user interface and experience, multimedia, and education.
Nurul Hidayah Mat Zain received the Doctor of Philosophy (Visual Informatics) from
Universiti Kebangsaan Malaysia (UKM) in 2016. She completed the Bachelor of Computer
Science (Software Engineering) and MSc Computer Science (Multimedia System) both from
Universiti Putra Malaysia (UPM), Serdang, Malaysia, in 2002 and 2003, respectively. She is
currently Senior Lecturer with the Department of Computer Science (Multimedia Computing),
UiTM Cawangan Melaka, Campus Jasin. She produced many publications in Scopus and ISI
Thomson indexing publication including books, journal, proceeding, chapter in books and articles.
She also won several gold medals, diamond award and platinum award in research and innovation
exhibition. In addition, she is a reviewer paper for national and international journal including Q1
journal and actively involved several grants as project leader and co-researcher. Her research
interest are Computer Games, Gamification, User Experience (UX), Eye-Tracking and Human
Computer Interaction. She can be contacted at nurulmz@fskm.uitm.edu.my.
Ts. Dr. Aslina Baharum is a senior lecturer at the Faculty of Computing and Informatics,
Universiti Malaysia Sabah (UMS). Hold and has actively involved several grants as project leader
and co-researcher. Active in community services and won several medals (>30) award in research
and innovation, awarded several publications, teaching, Excellence Service, and UMS
Researchers awards. Has co-authored and published several books, book of chapters, technical
papers and indexed journals (>40) papers. Served as editor for several journals, and scholarly
contributed as committee and chairs session for conferences, editorial team and manuscript
reviewers. Her research interests are in Human-Computer Interaction (HCI), Visual Informatics,
Multimedia, User Experience (UX), Mental Model, Software Engineering, ICT, E-Commerce,
and Entrepreneurship. She is currently an active member of ACM, IEEE, IACSIT, ICSES, Royal
Institute of Information Technology (Fellow), UACEE, the IRED, and the SAI. Certified
Professional Entrepreneurial Educator and Executive Entrepreneurial Leaders. Appointed as
Deputy Director of Entrepreneurship Research and Development Centre (2016-2017),
Ambassador of Magic, Leader of Technopreneur Cluster, DMH@UMS and Coordinator of
Entrepreneurship. She currently holds position of Deputy Director at UMS Centre
of External Education.

More Related Content

What's hot

Model united nations (MUN): Learning method to enhance critical thinking ski...
Model united nations (MUN): Learning method to enhance  critical thinking ski...Model united nations (MUN): Learning method to enhance  critical thinking ski...
Model united nations (MUN): Learning method to enhance critical thinking ski...Journal of Education and Learning (EduLearn)
 
Research proposal 2
Research proposal 2Research proposal 2
Research proposal 2Dr. Hina Kaynat
 
Educational technology mdia method in teaching and learning progress
Educational technology mdia method in teaching and learning progressEducational technology mdia method in teaching and learning progress
Educational technology mdia method in teaching and learning progressAziz Ahmad
 
Research proposal
Research proposalResearch proposal
Research proposalAina Zai
 
Draft of Research Proposal
Draft of Research ProposalDraft of Research Proposal
Draft of Research ProposalAzreen5520
 
Techniques for integrating native technologies with ict to teach zoology
Techniques for integrating native technologies with ict to teach zoologyTechniques for integrating native technologies with ict to teach zoology
Techniques for integrating native technologies with ict to teach zoologyDr. C.V. Suresh Babu
 
The potentialities of E-Pedagogy and Related Technological Advancement for a ...
The potentialities of E-Pedagogy and Related Technological Advancement for a ...The potentialities of E-Pedagogy and Related Technological Advancement for a ...
The potentialities of E-Pedagogy and Related Technological Advancement for a ...jagannath Dange
 
Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...
Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...
Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...Bart Rienties
 
Are emotions driving better university courses?
Are emotions driving better university courses?Are emotions driving better university courses?
Are emotions driving better university courses?Bart Rienties
 
An investigation of media selection parameters for teaching and learning of i...
An investigation of media selection parameters for teaching and learning of i...An investigation of media selection parameters for teaching and learning of i...
An investigation of media selection parameters for teaching and learning of i...Alexander Decker
 
The power of learning analytics for UCL: lessons learned from the Open Univer...
The power of learning analytics for UCL: lessons learned from the Open Univer...The power of learning analytics for UCL: lessons learned from the Open Univer...
The power of learning analytics for UCL: lessons learned from the Open Univer...Bart Rienties
 
A study on the need for paradigm shift in teacher education in preparing teac...
A study on the need for paradigm shift in teacher education in preparing teac...A study on the need for paradigm shift in teacher education in preparing teac...
A study on the need for paradigm shift in teacher education in preparing teac...Dr. C.V. Suresh Babu
 
How to build a better education review
How to build a better education reviewHow to build a better education review
How to build a better education reviewDavid Evans
 

What's hot (14)

Model united nations (MUN): Learning method to enhance critical thinking ski...
Model united nations (MUN): Learning method to enhance  critical thinking ski...Model united nations (MUN): Learning method to enhance  critical thinking ski...
Model united nations (MUN): Learning method to enhance critical thinking ski...
 
Research proposal 2
Research proposal 2Research proposal 2
Research proposal 2
 
Educational technology mdia method in teaching and learning progress
Educational technology mdia method in teaching and learning progressEducational technology mdia method in teaching and learning progress
Educational technology mdia method in teaching and learning progress
 
Research proposal
Research proposalResearch proposal
Research proposal
 
Draft of Research Proposal
Draft of Research ProposalDraft of Research Proposal
Draft of Research Proposal
 
Techniques for integrating native technologies with ict to teach zoology
Techniques for integrating native technologies with ict to teach zoologyTechniques for integrating native technologies with ict to teach zoology
Techniques for integrating native technologies with ict to teach zoology
 
Research+proposal
Research+proposalResearch+proposal
Research+proposal
 
The potentialities of E-Pedagogy and Related Technological Advancement for a ...
The potentialities of E-Pedagogy and Related Technological Advancement for a ...The potentialities of E-Pedagogy and Related Technological Advancement for a ...
The potentialities of E-Pedagogy and Related Technological Advancement for a ...
 
Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...
Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...
Keynote EARLI SIG17 The power of learning analytics: a need to move towards n...
 
Are emotions driving better university courses?
Are emotions driving better university courses?Are emotions driving better university courses?
Are emotions driving better university courses?
 
An investigation of media selection parameters for teaching and learning of i...
An investigation of media selection parameters for teaching and learning of i...An investigation of media selection parameters for teaching and learning of i...
An investigation of media selection parameters for teaching and learning of i...
 
The power of learning analytics for UCL: lessons learned from the Open Univer...
The power of learning analytics for UCL: lessons learned from the Open Univer...The power of learning analytics for UCL: lessons learned from the Open Univer...
The power of learning analytics for UCL: lessons learned from the Open Univer...
 
A study on the need for paradigm shift in teacher education in preparing teac...
A study on the need for paradigm shift in teacher education in preparing teac...A study on the need for paradigm shift in teacher education in preparing teac...
A study on the need for paradigm shift in teacher education in preparing teac...
 
How to build a better education review
How to build a better education reviewHow to build a better education review
How to build a better education review
 

Similar to Gamified Assessments Engage Students

May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay Saeed
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMaySaeed5
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay Saeed
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay Saeed
 
May 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docxMay 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docxMaySaeed5
 
The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...Journal of Education and Learning (EduLearn)
 
SSRN-id3333587.pdf
SSRN-id3333587.pdfSSRN-id3333587.pdf
SSRN-id3333587.pdfjesb3
 
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...Assessment-driven Learning through Serious Games: Guidance and Effective Outc...
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...IJECEIAES
 
Integrating Game-based Interactive Media as Instructional Media: Students’ Re...
Integrating Game-based Interactive Media as Instructional Media: Students’ Re...Integrating Game-based Interactive Media as Instructional Media: Students’ Re...
Integrating Game-based Interactive Media as Instructional Media: Students’ Re...Journal of Education and Learning (EduLearn)
 
Evaluation of Game-Based Learning in Cybersecurity Education for High School ...
Evaluation of Game-Based Learning in Cybersecurity Education for High School ...Evaluation of Game-Based Learning in Cybersecurity Education for High School ...
Evaluation of Game-Based Learning in Cybersecurity Education for High School ...Journal of Education and Learning (EduLearn)
 
Adoption of serious games by teachers: the analysis method of structure, int...
Adoption of serious games by teachers: the analysis method of  structure, int...Adoption of serious games by teachers: the analysis method of  structure, int...
Adoption of serious games by teachers: the analysis method of structure, int...IJECEIAES
 
Gamification in Education An Overview
Gamification in Education An OverviewGamification in Education An Overview
Gamification in Education An Overviewijtsrd
 
Review of developmental strides towards the edutainment domain
Review of developmental strides towards the edutainment domainReview of developmental strides towards the edutainment domain
Review of developmental strides towards the edutainment domainIRJET Journal
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishAssociate Professor in VSB Coimbatore
 
article_151920.pdf
article_151920.pdfarticle_151920.pdf
article_151920.pdfjesb3
 
Digital assessment: impact on student motivation, peer learning, group dynamics
Digital assessment: impact on student motivation, peer learning, group dynamicsDigital assessment: impact on student motivation, peer learning, group dynamics
Digital assessment: impact on student motivation, peer learning, group dynamicsJournal of Education and Learning (EduLearn)
 
Student centred learning through serious games
Student centred learning through serious gamesStudent centred learning through serious games
Student centred learning through serious gamesMark Anthony Camilleri
 
APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...
APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...
APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...indexPub
 

Similar to Gamified Assessments Engage Students (20)

May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docxMay 6633122 Researc & Evaluation- Gamification in Education.docx
May 6633122 Researc & Evaluation- Gamification in Education.docx
 
May 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docxMay 6633122 Researc & Evaluation- Gamification in Education_.docx
May 6633122 Researc & Evaluation- Gamification in Education_.docx
 
The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...The role of gamification implementation in improving quality and intention in...
The role of gamification implementation in improving quality and intention in...
 
SSRN-id3333587.pdf
SSRN-id3333587.pdfSSRN-id3333587.pdf
SSRN-id3333587.pdf
 
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...Assessment-driven Learning through Serious Games: Guidance and Effective Outc...
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...
 
Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education
Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat EducationEvaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education
Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education
 
Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education
Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat EducationEvaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education
Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education
 
Integrating Game-based Interactive Media as Instructional Media: Students’ Re...
Integrating Game-based Interactive Media as Instructional Media: Students’ Re...Integrating Game-based Interactive Media as Instructional Media: Students’ Re...
Integrating Game-based Interactive Media as Instructional Media: Students’ Re...
 
Evaluation of Game-Based Learning in Cybersecurity Education for High School ...
Evaluation of Game-Based Learning in Cybersecurity Education for High School ...Evaluation of Game-Based Learning in Cybersecurity Education for High School ...
Evaluation of Game-Based Learning in Cybersecurity Education for High School ...
 
Adoption of serious games by teachers: the analysis method of structure, int...
Adoption of serious games by teachers: the analysis method of  structure, int...Adoption of serious games by teachers: the analysis method of  structure, int...
Adoption of serious games by teachers: the analysis method of structure, int...
 
Gamification in Education An Overview
Gamification in Education An OverviewGamification in Education An Overview
Gamification in Education An Overview
 
Review of developmental strides towards the edutainment domain
Review of developmental strides towards the edutainment domainReview of developmental strides towards the edutainment domain
Review of developmental strides towards the edutainment domain
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
 
article_151920.pdf
article_151920.pdfarticle_151920.pdf
article_151920.pdf
 
Digital assessment: impact on student motivation, peer learning, group dynamics
Digital assessment: impact on student motivation, peer learning, group dynamicsDigital assessment: impact on student motivation, peer learning, group dynamics
Digital assessment: impact on student motivation, peer learning, group dynamics
 
Student centred learning through serious games
Student centred learning through serious gamesStudent centred learning through serious games
Student centred learning through serious games
 
APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...
APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...
APPLICATION OF GAMIFICATION ELEMENTS IN NURSING ADMINISTRATION COURSE AND ITS...
 

More from journalBEEI

Square transposition: an approach to the transposition process in block cipher
Square transposition: an approach to the transposition process in block cipherSquare transposition: an approach to the transposition process in block cipher
Square transposition: an approach to the transposition process in block cipherjournalBEEI
 
Hyper-parameter optimization of convolutional neural network based on particl...
Hyper-parameter optimization of convolutional neural network based on particl...Hyper-parameter optimization of convolutional neural network based on particl...
Hyper-parameter optimization of convolutional neural network based on particl...journalBEEI
 
Supervised machine learning based liver disease prediction approach with LASS...
Supervised machine learning based liver disease prediction approach with LASS...Supervised machine learning based liver disease prediction approach with LASS...
Supervised machine learning based liver disease prediction approach with LASS...journalBEEI
 
A secure and energy saving protocol for wireless sensor networks
A secure and energy saving protocol for wireless sensor networksA secure and energy saving protocol for wireless sensor networks
A secure and energy saving protocol for wireless sensor networksjournalBEEI
 
Plant leaf identification system using convolutional neural network
Plant leaf identification system using convolutional neural networkPlant leaf identification system using convolutional neural network
Plant leaf identification system using convolutional neural networkjournalBEEI
 
Customized moodle-based learning management system for socially disadvantaged...
Customized moodle-based learning management system for socially disadvantaged...Customized moodle-based learning management system for socially disadvantaged...
Customized moodle-based learning management system for socially disadvantaged...journalBEEI
 
Understanding the role of individual learner in adaptive and personalized e-l...
Understanding the role of individual learner in adaptive and personalized e-l...Understanding the role of individual learner in adaptive and personalized e-l...
Understanding the role of individual learner in adaptive and personalized e-l...journalBEEI
 
Prototype mobile contactless transaction system in traditional markets to sup...
Prototype mobile contactless transaction system in traditional markets to sup...Prototype mobile contactless transaction system in traditional markets to sup...
Prototype mobile contactless transaction system in traditional markets to sup...journalBEEI
 
Wireless HART stack using multiprocessor technique with laxity algorithm
Wireless HART stack using multiprocessor technique with laxity algorithmWireless HART stack using multiprocessor technique with laxity algorithm
Wireless HART stack using multiprocessor technique with laxity algorithmjournalBEEI
 
Implementation of double-layer loaded on octagon microstrip yagi antenna
Implementation of double-layer loaded on octagon microstrip yagi antennaImplementation of double-layer loaded on octagon microstrip yagi antenna
Implementation of double-layer loaded on octagon microstrip yagi antennajournalBEEI
 
The calculation of the field of an antenna located near the human head
The calculation of the field of an antenna located near the human headThe calculation of the field of an antenna located near the human head
The calculation of the field of an antenna located near the human headjournalBEEI
 
Exact secure outage probability performance of uplinkdownlink multiple access...
Exact secure outage probability performance of uplinkdownlink multiple access...Exact secure outage probability performance of uplinkdownlink multiple access...
Exact secure outage probability performance of uplinkdownlink multiple access...journalBEEI
 
Design of a dual-band antenna for energy harvesting application
Design of a dual-band antenna for energy harvesting applicationDesign of a dual-band antenna for energy harvesting application
Design of a dual-band antenna for energy harvesting applicationjournalBEEI
 
Transforming data-centric eXtensible markup language into relational database...
Transforming data-centric eXtensible markup language into relational database...Transforming data-centric eXtensible markup language into relational database...
Transforming data-centric eXtensible markup language into relational database...journalBEEI
 
Key performance requirement of future next wireless networks (6G)
Key performance requirement of future next wireless networks (6G)Key performance requirement of future next wireless networks (6G)
Key performance requirement of future next wireless networks (6G)journalBEEI
 
Noise resistance territorial intensity-based optical flow using inverse confi...
Noise resistance territorial intensity-based optical flow using inverse confi...Noise resistance territorial intensity-based optical flow using inverse confi...
Noise resistance territorial intensity-based optical flow using inverse confi...journalBEEI
 
Modeling climate phenomenon with software grids analysis and display system i...
Modeling climate phenomenon with software grids analysis and display system i...Modeling climate phenomenon with software grids analysis and display system i...
Modeling climate phenomenon with software grids analysis and display system i...journalBEEI
 
An approach of re-organizing input dataset to enhance the quality of emotion ...
An approach of re-organizing input dataset to enhance the quality of emotion ...An approach of re-organizing input dataset to enhance the quality of emotion ...
An approach of re-organizing input dataset to enhance the quality of emotion ...journalBEEI
 
Parking detection system using background subtraction and HSV color segmentation
Parking detection system using background subtraction and HSV color segmentationParking detection system using background subtraction and HSV color segmentation
Parking detection system using background subtraction and HSV color segmentationjournalBEEI
 
Quality of service performances of video and voice transmission in universal ...
Quality of service performances of video and voice transmission in universal ...Quality of service performances of video and voice transmission in universal ...
Quality of service performances of video and voice transmission in universal ...journalBEEI
 

More from journalBEEI (20)

Square transposition: an approach to the transposition process in block cipher
Square transposition: an approach to the transposition process in block cipherSquare transposition: an approach to the transposition process in block cipher
Square transposition: an approach to the transposition process in block cipher
 
Hyper-parameter optimization of convolutional neural network based on particl...
Hyper-parameter optimization of convolutional neural network based on particl...Hyper-parameter optimization of convolutional neural network based on particl...
Hyper-parameter optimization of convolutional neural network based on particl...
 
Supervised machine learning based liver disease prediction approach with LASS...
Supervised machine learning based liver disease prediction approach with LASS...Supervised machine learning based liver disease prediction approach with LASS...
Supervised machine learning based liver disease prediction approach with LASS...
 
A secure and energy saving protocol for wireless sensor networks
A secure and energy saving protocol for wireless sensor networksA secure and energy saving protocol for wireless sensor networks
A secure and energy saving protocol for wireless sensor networks
 
Plant leaf identification system using convolutional neural network
Plant leaf identification system using convolutional neural networkPlant leaf identification system using convolutional neural network
Plant leaf identification system using convolutional neural network
 
Customized moodle-based learning management system for socially disadvantaged...
Customized moodle-based learning management system for socially disadvantaged...Customized moodle-based learning management system for socially disadvantaged...
Customized moodle-based learning management system for socially disadvantaged...
 
Understanding the role of individual learner in adaptive and personalized e-l...
Understanding the role of individual learner in adaptive and personalized e-l...Understanding the role of individual learner in adaptive and personalized e-l...
Understanding the role of individual learner in adaptive and personalized e-l...
 
Prototype mobile contactless transaction system in traditional markets to sup...
Prototype mobile contactless transaction system in traditional markets to sup...Prototype mobile contactless transaction system in traditional markets to sup...
Prototype mobile contactless transaction system in traditional markets to sup...
 
Wireless HART stack using multiprocessor technique with laxity algorithm
Wireless HART stack using multiprocessor technique with laxity algorithmWireless HART stack using multiprocessor technique with laxity algorithm
Wireless HART stack using multiprocessor technique with laxity algorithm
 
Implementation of double-layer loaded on octagon microstrip yagi antenna
Implementation of double-layer loaded on octagon microstrip yagi antennaImplementation of double-layer loaded on octagon microstrip yagi antenna
Implementation of double-layer loaded on octagon microstrip yagi antenna
 
The calculation of the field of an antenna located near the human head
The calculation of the field of an antenna located near the human headThe calculation of the field of an antenna located near the human head
The calculation of the field of an antenna located near the human head
 
Exact secure outage probability performance of uplinkdownlink multiple access...
Exact secure outage probability performance of uplinkdownlink multiple access...Exact secure outage probability performance of uplinkdownlink multiple access...
Exact secure outage probability performance of uplinkdownlink multiple access...
 
Design of a dual-band antenna for energy harvesting application
Design of a dual-band antenna for energy harvesting applicationDesign of a dual-band antenna for energy harvesting application
Design of a dual-band antenna for energy harvesting application
 
Transforming data-centric eXtensible markup language into relational database...
Transforming data-centric eXtensible markup language into relational database...Transforming data-centric eXtensible markup language into relational database...
Transforming data-centric eXtensible markup language into relational database...
 
Key performance requirement of future next wireless networks (6G)
Key performance requirement of future next wireless networks (6G)Key performance requirement of future next wireless networks (6G)
Key performance requirement of future next wireless networks (6G)
 
Noise resistance territorial intensity-based optical flow using inverse confi...
Noise resistance territorial intensity-based optical flow using inverse confi...Noise resistance territorial intensity-based optical flow using inverse confi...
Noise resistance territorial intensity-based optical flow using inverse confi...
 
Modeling climate phenomenon with software grids analysis and display system i...
Modeling climate phenomenon with software grids analysis and display system i...Modeling climate phenomenon with software grids analysis and display system i...
Modeling climate phenomenon with software grids analysis and display system i...
 
An approach of re-organizing input dataset to enhance the quality of emotion ...
An approach of re-organizing input dataset to enhance the quality of emotion ...An approach of re-organizing input dataset to enhance the quality of emotion ...
An approach of re-organizing input dataset to enhance the quality of emotion ...
 
Parking detection system using background subtraction and HSV color segmentation
Parking detection system using background subtraction and HSV color segmentationParking detection system using background subtraction and HSV color segmentation
Parking detection system using background subtraction and HSV color segmentation
 
Quality of service performances of video and voice transmission in universal ...
Quality of service performances of video and voice transmission in universal ...Quality of service performances of video and voice transmission in universal ...
Quality of service performances of video and voice transmission in universal ...
 

Recently uploaded

Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur High Profile
 
Introduction to Multiple Access Protocol.pptx
Introduction to Multiple Access Protocol.pptxIntroduction to Multiple Access Protocol.pptx
Introduction to Multiple Access Protocol.pptxupamatechverse
 
(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...
(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...
(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...ranjana rawat
 
Call Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur Escorts
Call Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur EscortsCall Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur Escorts
Call Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur High Profile
 
High Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur Escorts
High Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur EscortsHigh Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur Escorts
High Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur Escortsranjana rawat
 
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICS
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICSHARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICS
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICSRajkumarAkumalla
 
VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130
VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130
VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130Suhani Kapoor
 
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝soniya singh
 
(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...ranjana rawat
 
(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...ranjana rawat
 
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLSMANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLSSIVASHANKAR N
 
Software Development Life Cycle By Team Orange (Dept. of Pharmacy)
Software Development Life Cycle By  Team Orange (Dept. of Pharmacy)Software Development Life Cycle By  Team Orange (Dept. of Pharmacy)
Software Development Life Cycle By Team Orange (Dept. of Pharmacy)Suman Mia
 
UNIT-III FMM. DIMENSIONAL ANALYSIS
UNIT-III FMM.        DIMENSIONAL ANALYSISUNIT-III FMM.        DIMENSIONAL ANALYSIS
UNIT-III FMM. DIMENSIONAL ANALYSISrknatarajan
 
Porous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writingPorous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writingrakeshbaidya232001
 
High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...
High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...
High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...Call girls in Ahmedabad High profile
 
Microscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptxMicroscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptxpurnimasatapathy1234
 
HARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IVHARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IVRajaP95
 
SPICE PARK APR2024 ( 6,793 SPICE Models )
SPICE PARK APR2024 ( 6,793 SPICE Models )SPICE PARK APR2024 ( 6,793 SPICE Models )
SPICE PARK APR2024 ( 6,793 SPICE Models )Tsuyoshi Horigome
 

Recently uploaded (20)

Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
 
Introduction to Multiple Access Protocol.pptx
Introduction to Multiple Access Protocol.pptxIntroduction to Multiple Access Protocol.pptx
Introduction to Multiple Access Protocol.pptx
 
(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...
(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...
(TARA) Talegaon Dabhade Call Girls Just Call 7001035870 [ Cash on Delivery ] ...
 
Call Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur Escorts
Call Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur EscortsCall Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur Escorts
Call Girls Service Nagpur Tanvi Call 7001035870 Meet With Nagpur Escorts
 
High Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur Escorts
High Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur EscortsHigh Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur Escorts
High Profile Call Girls Nagpur Isha Call 7001035870 Meet With Nagpur Escorts
 
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICS
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICSHARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICS
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICS
 
VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130
VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130
VIP Call Girls Service Hitech City Hyderabad Call +91-8250192130
 
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
 
(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
(SHREYA) Chakan Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Esc...
 
(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANJALI) Dange Chowk Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
 
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLSMANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
 
Roadmap to Membership of RICS - Pathways and Routes
Roadmap to Membership of RICS - Pathways and RoutesRoadmap to Membership of RICS - Pathways and Routes
Roadmap to Membership of RICS - Pathways and Routes
 
Software Development Life Cycle By Team Orange (Dept. of Pharmacy)
Software Development Life Cycle By  Team Orange (Dept. of Pharmacy)Software Development Life Cycle By  Team Orange (Dept. of Pharmacy)
Software Development Life Cycle By Team Orange (Dept. of Pharmacy)
 
UNIT-III FMM. DIMENSIONAL ANALYSIS
UNIT-III FMM.        DIMENSIONAL ANALYSISUNIT-III FMM.        DIMENSIONAL ANALYSIS
UNIT-III FMM. DIMENSIONAL ANALYSIS
 
Porous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writingPorous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writing
 
High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...
High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...
High Profile Call Girls Dahisar Arpita 9907093804 Independent Escort Service ...
 
Call Us -/9953056974- Call Girls In Vikaspuri-/- Delhi NCR
Call Us -/9953056974- Call Girls In Vikaspuri-/- Delhi NCRCall Us -/9953056974- Call Girls In Vikaspuri-/- Delhi NCR
Call Us -/9953056974- Call Girls In Vikaspuri-/- Delhi NCR
 
Microscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptxMicroscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptx
 
HARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IVHARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IV
 
SPICE PARK APR2024 ( 6,793 SPICE Models )
SPICE PARK APR2024 ( 6,793 SPICE Models )SPICE PARK APR2024 ( 6,793 SPICE Models )
SPICE PARK APR2024 ( 6,793 SPICE Models )
 

Gamified Assessments Engage Students

  • 1. Bulletin of Electrical Engineering and Informatics Vol. 9, No. 2, April 2020, pp. 722~728 ISSN: 2302-9285, DOI: 10.11591/eei.v9i2.2083  722 Journal homepage: http://beei.org The need of gamified assessment for engaging learning experience Norhusyairi Hawari1 , Nurul Hidayah Mat Zain2 , Aslina Baharum3 1,2 Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA Cawangan Melaka, Kampus Jasin, Malaysia 3 Faculty of Computing and Informatics, Universiti Malaysia Sabah, Malaysia Article Info ABSTRACT Article history: Received Oct 1, 2019 Revised Nov 30, 2019 Accepted Dec 28, 2019 Gamification described as the use of game elements for purposes beyond games. As an extension of that, gamified assessment is defined as the use of gamification for assessment purposes. However, the traditional method of assessment remains the standard for student performance assessment, and this raises two assumptions. First, the current gamification implementation is still in its infancy. Thus, it is still unappealing enough for practical use. Second, there is a lack of study that brings forward the desire to have gamification implemented in the assessment. Hence, this study intends to explore the student’s perception of gamified assessment followed by their verdict, acquire the strength and weakness points of the existing implementation. In total, 86 students across several universities in Malaysia involved in this study. The present study implemented standard descriptive statistical methods for analyzing the data. The findings showed that there are needs for gamified assessment for an engaging learning experience. Besides, the results showed one of the earlier presumptions, which is the lack of study that points toward the student’s desire to have a gamified assessment. Keenly, the results of the study will emphasize the need for developing a rigorous gamified assessment model as a guideline to develop an application that engaging learning experience. Keywords: Assessment Engaging Gamification Gamified assessment Learning experience This is an open access article under the CC BY-SA license. Corresponding Author: Nurul Hidayah Mat Zain, Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA (UiTM) Cawangan Melaka, Kampus Jasin, 77300 Merlimau, Melaka, Malaysia. Email: nurulmz@fskm.uitm.edu.my 1. INTRODUCTION Games are fun. This characteristic is one of an element that makes a game voluntarily approachable and can be implemented in various ways, such as in the learning aspect. Typically, gamification is the use of game elements beyond the gaming context [1]. The implementation element of a game in education can result in an exciting learning experience where participation is autonomous. Previous study [2], stated that 97% out of 149 students find their course content to be more interesting through gamified simulation. Besides, the study [3] presented several game design elements for education, including points, level/stages, badges, leader boards, prizes and rewards, progress bar, storyline, and feedback. The implementation of this element into daily tasks can turn it into an enjoyable activity [1]. Another implementation of gamification is in assessments. There are several benefits gamified assessment including the increment of engagement level, heightening motivation, offering a sense of flow through the content, creating a fun
  • 2. Bulletin of Electr Eng & Inf ISSN: 2302-9285  The need of gamified assessment for engaging learning experience (Norhusyairi Hawari) 723 learning atmosphere, increasing accomplishments, and ensure involvement in activities [4]. However, a recent study showed there is a complex and challenging mission in distinguishing individual game elements to adapt in a different field [5] and to simplify the gamified task that aims to improve motivation [6]. Thus, gamified assessment can be viewed as a fun education experience by enhancing the motivation of the user to participate in an assessment process. In the early years, gamification known as productivity games, surveillance entertainment, fun ware, playful design, behavioral games, game layer, or applied gaming [7]. Gamification is a popular support medium related to user engagement and positive assistive behaviors such as to encourage user’s involvement and peer networking as a result of motivating the user internally [8]. Besides, an engaged student shows a stable academic activity through difficulties, the dedication of work, and motivated to execute their task as reported by a case study [9]. Motivation determines class participation since, unlike in school, attendance is voluntary instead of compulsory. Students may skip classes and miss out on the learning progress as motivation decreases [10]. In this case, motivation is a vital factor, and often the result of the lack of engagement. With that, engagement experience can be concluded as the determining factor for attitude and motivation, which will improve participation in an assessment. A previous study [11] stated that higher academic performance driven by the thought and action of a motivated student. P. A. Howard-Jones and T. Jay [12] reported that long-term memory resulting in higher academic performance could be significantly enhanced through reward value goes up. This finding demonstrates an equivalent exchange of an effort toward a task or assessment with a reward element. The same practice applies in games where the players are rewarded with a valuable digital item within the game for achieving certain ranks. Thus, by exploiting this reward system, students will be motivated to put on extra effort while having fun. At the post-graduation level, the implementation of technology in education is gradually rising [13]. One of the commonly used technology in education is online classes which is believed by 77% of academic officers to be similar or better than classroom learning in a study by M. D. Dixson [14]. This scenario enables gamified assessment to be implemented in higher level education by adopting several simultaneous gaming elements such as reward systems, including unlocking badges, achievement, and storytelling to maintain engagement throughout the lesson. These elements makes a game fun, engaging and drives motivation [15]. It is also a viable tool to maintain motivation in education. Gamification is still discrete despite the growing study in the area and the various benefit of it. The media publications are still focusing on the negative part of video games such as violent. The previous study [16] reported that aggressive games as “casually increasing aggression,” “predicts aggression,” and “showing clear aggression in real life.” Besides, S. SengĂźn, J. Salminen, P. Mawhorter, S. Jung, and B. Jansen [17] in their study presented the same result related to verbal aggression identity that can be anonymous online. However, this is limited to violent video games, according to the study. There is a conflicting study that proves otherwise, as stated in the same paper by T. Greitemeyer [16]. A study by S. KĂźhn, D. Kugler, K. Schmalen, M. Weichenberger, C. Witt, and J. Gallinat [18] also concluded that evidence is absent as there is no connection observed between violent video game and sensitivity to pain and empathy. The findings show that violence resulted from video games requires more study. P. M. Markey, C. N. Markey, and J. E. French [19] stated that research shows that the aggressive behavior resulted from video games is small, and most subjected to a biased portrayal of violence by the media publication. Gamification triggers curiosity, enjoyment, interest, prolongs attention span for hours a day, and encourage repeated reengagement with content [20-24]. Among the significant factors that make gamification unattractive is because the educational game is not entirely fun. They packed educational materials with limited gamification elements. This scenario makes participation being out of necessity instead of self-initiated [25]. Moreover, PowerPoint slides are overused and often overloaded with information making it repulsive [26]. Students end up ignoring or writing notes. In addition, reading from PowerPoint slides is ineffective one-way communication. A productive environment for higher education levels includes “interaction and the sense of engagement” [27]. This environment provides a space for discussion, debating the idea, negotiation, and reaching an agreement. Hence, interaction is a factor that can not be omitted. Therefore, the primary purpose of this study is to find out the interest in the implementation of gamified assessment in higher-level education. This study aims to gauge university student’s interest in gamification of assessment. The result of this study can be used to enhance the traditional assessment to involve students through the assessment process and improve motivation as well as to invoke voluntary participation. Moreover, the result of this study can be used to reduce the class dropout rate. The sample is collected from university students from various universities in Malaysia, and the results are then analyzed to gauge the interest level.
  • 3.  ISSN: 2302-9285 Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 722 – 728 724 2. METHODOLOGI 2.1. The participants and procedure A survey was conducted to investigate the need for gamification as an educational encouragement among university students. The target respondent of the study is limited to university students and managed to gather 86 participants. The survey was made and distributed online; thus, participation is voluntary, and no physical meeting is needed. The data analyzed after three days distributed among university students. The survey gathered demography data such as age, education level, and exposure to gamified assessment. The survey procedure starts with gathering data through Google Forms. The survey is distributed through a designated social media group consisting of students of various disciplines and universities. The survey is then left to capture voluntary responses. Next, the data is analyzed to remove invalid responses (e.g., age=99 years old) to produce a valid result. The data then analyzed through the SPSS software to summarize it into frequency percentages. Finally, we run Cronbach’s Alpha to measure of internal consistency and measure of scale reliability. The final result is a sorted data which can be used to produce meaningful and decipherable information. 2.2. The instrument The participants are given an instrument as adapted from a study by E. N. Wiebe, A. Lamb, M. Hardy, and D. Sharek [28]. The purpose of the instrument to measure the user’s engagement level in video-games. The questionnaire consists of eight items for demographic investigation and 17 items related to interest in gamification. The items are Cronbach’s Alpha tested in the SPSS software for internal consistency and questionnaire’s reliability. The acceptable value for Cronbach’s Alpha is between 0.7 and above, while the overall value for this survey item is 0.932 for 17 items. Each item is given a scale of agreeability according to the Likert scale ranging from 1= strongly disagree, 2=disagree, 3=neutral, 4=agree, and 5=strongly agree. The estimated time of completion for a single survey form is seven minutes. Table 1 shows the list of items distributed to the participants. Each item is given a scale of agreeability according to the Likert scale ranging from 1= strongly disagree, 2=disagree, 3=neutral, 4=agree, and 5=strongly agree. The estimated time of completion for a single survey form is 7 minutes. Table 1 shows the list of items distributed to the participants. Table 1. List of the item No Items AF1 I can do assessment better through gamified assessment AF2 I can do assessment according to my own pace AF3 I can do assessment anytime AF4 I can do assessment anywhere UF1 Assessing through gamified assessment is an encouraging activity UF2 Gamified assessment challenges my understanding of the course content UF3 I think gamified assessment is highly beneficial to me UF4 I prefer gamified assessment over traditional assessment UF5 I am highly interested in using gamified assessment in the future UIF1 I wish there’s more opportunity to use gamified assessment UIF2 I wish to assess course content through gamified assessment UIF3 I would like to integrate course content with gamified assessment UIF4 I wish course content will be available as a gamified assessment EF1 Gamified assessment involves me in the assessment process EF2 I can pay more attention to the assessment content through gamified assessment EF3 I can concentrate better through gamified assessment EF4 I feel immersed when using gamified assessment 3. RESULTS AND DISCUSSION The data gathered the number of participants taking part, the frequency of each answer, and the percentage relative to the rate as derived from the respondent’s traffic for three days. Table 2 shows the collection of demography data. The result shows that the majority of the participants are females (n=49, 57%). Most are 22 years old (n=31, 36.1), and 78 out of 86 participants are pursuing bachelor’s degrees (n=78, 90.7%). This finding proves that 22 is the most common age of bachelor’s degree students. Moreover, 81.4% of the participants appear to be from University Technology MARA (UiTM) (n=70, 81.4%). Most participants agreed that playing games are a fun activity (n=82, 95.3%). Finally, as gamification is a new concept, the majority are uncertain of their exposure in gamified assessment where the highest frequency answered Maybe (n=42, 48.8%) followed by No (n=31, 36%). Only 15.1% are firmly sure of their experience in gamified assessment. The results are grouped into agreeability, disagreeability, and neutral part. According to the Likert scale, the strongly disagree and disagree scale are grouped into disagreeability parts. Meanwhile, for the scale of agree and strongly agree grouped into agreeability part. The middle point will be considered neutral.
  • 4. Bulletin of Electr Eng & Inf ISSN: 2302-9285  The need of gamified assessment for engaging learning experience (Norhusyairi Hawari) 725 Table 2. List of demographic items Questions Range Frequency Percentage (%) Gender Male 37 43 Female 49 57 Age 21 10 11.6 22 31 36.1 23 19 22.1 24 13 15.1 25 7 8.1 26 5 5.8 27 1 1.2 Level of Education Diploma 4 4.7 Bachelor’s Degree 78 90.7 Master’s Degree 3 3.5 Doctor of Philosophy 1 1.2 Which IPTA/IPTS are you from? UTM 2 2.3 UMP 1 1.2 UMS 1 1.2 UiTM 70 81.4 UMT 1 1.2 UTeM 9 10.5 UniMAP 1 1.2 MSU 1 1.2 Do you like to play games? Yes 82 95.3 No 4 4.7 Have you been exposed to gamified assessment? Yes 13 15.1 No 31 36 Maybe 42 48.8 Table 3 shown the findings of the accessibility element, with 69.7% of the respondent agree that gamification is a better way to do the assessment (AC1). Next, 30.2% of the respondents were neutral for this statement, and there is no disagreement. The respondents were asked whether the assessment should proceed according to the individual’s pace (AC2), the data recorded 1.2% disagreement, while the majority is positive by according to 72.1% of the respondents. Table 3. Mean score frequency (%) of responses on accessibility element (AC) Element Code Strongly Disagree Disagree Neither Agree Nor Disagree Agree Strongly Agree Mean Std. Deviation Accessibility AC1 AC2 AC3 AC4 0 0 0 2.3 0 1.2 3.5 9.3 30.2 26.7 40.7 25.6 45.3 53.5 38.4 37.2 24.4 18.6 17.4 25.6 3.94 3.90 3.70 3.74 0.74 0.70 0.80 1.02 Total mean 3.82 Moreover, the respondents required to respond to the statement regarding their assessment process, which could implement at any given time (AC3). The result showed that 55.8% agreed that gamified assessment timing is flexible. Surprisingly, the neutral value is significant, which is 40.7% of the sample respondent. This finding may be subjected to the availability of internet access and limited place to settle during a lengthy assessment process. Typically, online assessments require a stable network connection. By tackling this issue, the agreeability part may increase. Finally, 11.6% disagree that gamified assessment could be done at any place (AC4). This result relates to the facility issues explained in the previous item. Nevertheless, 62.8% agree that they can do an assessment anywhere. The Cronbach’s Alpha value for this element is 0.721 and falls within the highly related threshold. Table 4 showed the result of the usefulness element. The first statement presented 88.4% agreed that gamified assessment encourages active participation (US1). This finding is an indicator that gamified assessment attracts students to participate in the process. The next statement challenges the respondents with their perceived understanding of the course content (US2). The result has shown 79% agreeability from respondents with a 1.2% minority for disagreement. There were 86% of respondents agree that gamified assessment gives self-beneficial value (US3) without any disagreement. Moreover, 86.1% agreed that they prefer gamified assessment over the traditional assessment (US4), and 1.2% of the respondent believes that the conventional assessment is still the preferred choice. Finally, the statement regarding whether the respondents felt interested in using gamified assessment in the future (US5), there was 87.2% agreement with a 1.2% disagreement. This finding is surprising as there is a response that is uninterested with a modernized assessment. The Cronbach’s Alpha value for this element is 0.861 and falls within the highly related threshold. Table 5 showed the result that is related to the user interest element. In this section, the first statement refers to the opportunity to use a gamified assessment (UI1). There were 91.9% agreed with this
  • 5.  ISSN: 2302-9285 Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 722 – 728 726 statement, which is a good sign that the gamified assessment is gaining attraction. Meanwhile, surprisingly, there was no disagreement with this statement. The findings do not align with the previous result, where there is a minority of respondents uninterested in the gamified assessment. Table 4. Mean score frequency (%) of responses on usefulness element (US) Element Code Strongly Disagree Disagree Neither Agree Nor Disagree Agree Strongly Agree Mean Std. Deviation Usefulness US1 US2 US3 US4 US5 0 0 0 0 0 0 1.2 0 1.2 1.2 11.6 19.8 14.0 12.8 11.6 46.5 48.8 45.3 44.2 43.0 41.9 30.2 40.7 41.9 44.2 4.30 4.08 4.27 4.27 4.30 0.67 0.74 0.69 0.73 0.72 Total mean 4.24 Table 5. Mean score frequency (%) of responses on user interest element (UI) Element Code Strongly Disagree Disagree Neither Agree Nor Disagree Agree Strongly Agree Mean Std. Deviation User Interest UI1 UI2 UI3 UI4 0 0 0 0 0 1.2 0 1.2 8.1 8.1 10.5 14.0 44.2 45.3 44.2 46.5 47.7 45.3 45.3 38.4 4.40 4.35 4.35 4.22 0.64 0.68 0.66 0.73 Total mean 4.33 In addition, 90.6% of respondents wished to assess their course content through gamified assessment (UI2), and again, 1.2% prefers the traditional method instead. There were 89.5% of respondents had shown their interest regarding the integration of their course content with gamified assessment (UI3). Lastly, the statement about whether the respondents wish to have their course content to be available as a gamified assessment (UI4), the result showed 84.9% agreed, while 1.2% are comfortable with the current assessment methodology. This finding indicates that a certain percentage of the respondents still find traditional assessment appealing. The Cronbach’s Alpha value for this element is 0.890 and falls within the highly related threshold. As shown in Table 6, 77.9% of respondents agreed with the statement that the user should involve in the gamified assessment process (EN1). There were 77.9% agreed that they could pay more attention to the assessment content through gamified assessment (EN2). However, 1.2% doesn’t feel a positive difference. Table 6. Mean score frequency (%) of responses on Engagement Element (EN) Element Code Strongly Disagree Disagree Neither Agree Nor Disagree Agree Strongly Agree Mean Std. Deviation Engagement EN1 EN2 EN3 EN4 0 0 0 0 1.2 1.2 1.2 0 20.9 20.9 23.3 20.9 43.0 46.5 43.0 45.3 34.9 31.4 32.6 33.7 4.12 4.08 4.07 4.13 0.77 0.75 0.78 0.73 Total mean 3.82 Moreover, 75.6% agreed that they could pay more attention to the assessment content through gamified assessment (EN3). This result indicated that gamified assessment possesses better attraction even there is a 1.2% disagreement with this statement. It may be because the minority of respondents found that gamified assessment does not grab their attention or a distraction to an assessment. Lastly, there were 79% of respondents agree they feel immersed when using gamified assessment (EN4). The Cronbach’s Alpha value for this element is 0.910 and falls within the highly related threshold. 4. CONCLUSION This paper aims at finding the need of gamified assessment for engaging learning experience among students at a higher-level education in Malaysia. Gamified assessment is currently not widely used in education at this level. However, this study found through a survey that there is an interest shown for gamified assessment among university students. The survey collects quantitative data to be statistically analyzed using the SPSS software, and the result suggests that gamified assessment is the future of education, while the literature review points that it is an effective method to improve engagement and encourage active participation. According to the overall finding, the gamified assessment is not the solution for a minority of the respondents. As engagement is perceived differently according to the user’s interest and goal, some
  • 6. Bulletin of Electr Eng & Inf ISSN: 2302-9285  The need of gamified assessment for engaging learning experience (Norhusyairi Hawari) 727 of them are comfortable with the current method of assessment. However, the majority of the respondents agreed that gamified assessment is engaging. Most of the respondents agree that gamified assessment allows active participation and improve motivation. Moreover, the results of the present study showed that most of the respondents agree on the need for gamified assessment. However, the conflicts were predictable, especially since gamified assessment is still not widely adopted in Malaysia. Besides, the result showed, many respondents still have not been exposed to gamified assessment. ACKNOWLEDGEMENTS We would like to express our sincere thanks towards UiTM and Ministry of Higher Education, Malaysia for sponsoring this research by using the funding of the Fundamental Research Grant Scheme (FRGS) numbered 600-IRMI/FRGS 5/3 (210/2019). Their support is greatly appreciated. We also would like to express our gratitude to all experts or respondents who were directly or indirectly involved in this study. REFERENCES [1] S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon, "Gamification. using game-design elements in non- gaming contexts," Proc. 2011 Annu. Conf. Ext. Abstr. Hum. factors Comput. Syst. - CHI EA ’11, p. 2425, January 2011. [2] M. T. Bonde, G. Makransky, J. Wandall, M. V Larsen, M. Morsing, and H. Jarmer, "Careers and recruitment Improving biotech education through gamified laboratory simulations," Nature Biotechnology. Publ. Gr., vol. 32, no. 7, pp. 694-697, 2014. [3] F. F.-H. Nah, Q. Zeng, V. R. Telaprolu, A. P. Ayyappa, and B. Eschenbrenner, "Gamification of education: a review of literature," in International Conference on HCI in Business, vol. 8527 pp. 401-409, 2014. [4] S. A. Kocadere and Ş. Çağlar, "The design and implementation of a gamified assessment," Journal of E-Learning and Knowledge Society, vol. 11, no. 3, pp. 85-99, September 2015. [5] B. Morschheuser, L. Hassan, K. Werder, and J. Hamari, "How to design gamification? A method for engineering gamified software," Information and Software Technology, vol. 95, pp. 219-237, March 2018. [6] J. Lumsden, E. A. Edwards, N. S. Lawrence, D. Coyle, and M. R. Munafò, "Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy," JMIR Serious Games, vol. 4, no. 2, July 2016. [7] S. Deterding, D. Dixon, R. Khaled, and L. Nacke, "From game design elements to gamefulness: defining ‘gamification," in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9-15, 2011. [8] J. Hamari, J. Koivisto, and H. Sarsa, "Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification," 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, pp. 3025-3034, 2014. [9] M.-B. Ibanez, A. Di-Serio, and C. Delgado-Kloos, "Gamification for engaging computer science students in learning activities: a case study," in IEEE Transactions on Learning Technologies, vol. 7, no. 3, pp. 291-301, 1 July-Sept. 2014. [10] A. Kucharcikova, M. Miciak, E. Malichova, M. Durisova, and E. Tokarcikova, "The motivation of students at universities as a prerequisite of the education’s sustainability within the business value generation context," Sustainability, vol. 11, no. 20, p. 5577, October 2019. [11] W. Fan and C. A. Wolters, "School motivation and high school dropout: The mediating role of educational expectation," Br. J. Educ. Psychol., vol. 84, no. 1, pp. 22-39, 2014 [12] P. A. Howard-Jones and T. Jay, "Reward, learning and games," Current Opinion in Behavioral Sciences., vol. 10, pp. 65-72, August 2016. [13] S. Ismail, A. Almekhlafi, and M. Al-Mekhlafy, "Teachers’ perceptions of the use of technology in teaching languages in United Arab Emirates’ schools," Int. J. Res. Educ., vol. 27, no. 1, pp. 37-56, 2010. [14] M. D. Dixson, "Measuring student engagement in the online course: The Online Student Engagement scale (OSE).," Online Learn., vol. 19, no. 4, 2015. [15] D. Dicheva, C. Dichev, G. Agre, and G. Angelova, "Gamification in education: A systematic mapping study," Educ. Technol. Soc., vol. 18, no. 3, pp. 75-88, 2015. [16] T. Greitemeyer, "Playing violent video games increases intergroup bias," Personality and Social Psychology Bulletin, vol. 40, no. 1, pp. 70-78, 2014. [17] S. SengĂźn, J. Salminen, P. Mawhorter, S. Jung, and B. Jansen, "exploring the relationship between game content and culture-based toxicity," HT'19: Proceeding of the 30th ACM Conference on Hypertext and Social Media”, pp. 87-95, 2019. [18] S. KĂźhn, D. Kugler, K. Schmalen, M. Weichenberger, C. Witt, and J. Gallinat, "The myth of blunted gamers: no evidence for desensitization in empathy for pain after a violent video game intervention in a longitudinal fmri study on non-gamers," NeuroSignals, vol. 26, no. 1, pp. 22-30, 2019. [19] P. M. Markey, C. N. Markey, and J. E. French, "Violent video games and real-world violence: Rhetoric versus data.," Psychol. Pop. Media Cult., vol. 4, no. 4, pp. 277, 2015.
  • 7.  ISSN: 2302-9285 Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 722 – 728 728 [20] L.-M. Putz and H. Treiblmaier, "Gamified workshops as drivers for attitudinal and behavioral shifts toward sustainable business practices: the role of enjoyment, curiosity and external regulation," in Proceedings of the 51st Hawaii International Conference on System Sciences, pp. 1197, January 2018. [21] C. Dichev, D. Dicheva, G. Angelova, and G. Agre, "From gamification to gameful design and gameful experience in learning," Cybern. Inf. Technol., vol. 14, no. 4, pp. 80-100, 2014. [22] J. Novak, M. Melenhorst, I. Micheel, C. Pasini, P. Fraternali, and A. E. Rizzoli, "Integrating behavioural change and gamified incentive modelling for stimulating water saving," Environmental Modelling & Software, vol. 102, pp. 120-137, April 2018. [23] N. H. M. Zain, R. H. Johar, A. A. Aziz, A. Baharum, A. Jaafar, and A. M. Yasin, "An evaluation of player enjoyment in game-based learning arithmetic drills via racing game," International Visual Informatics Conference, vol. 10645 LNCS, pp. 636-646, 2017. [24] N. H. M. Zain, M. H. Hashim, A. Baharum, I. Ismail, R. A. Aziz, and A. M. Yasin, "Evaluating player enjoyment in mobile," Games Journal of Comp utational and Theoretical Nanoscience (ICCST), pp. 1366-1369, February 2018. [25] N. Padilla-Zea, F. L. GutiĂŠrrez, J. R. LĂłpez-Arcos, A. Abad-Arranz, and P. Paderewski, "Modeling storytelling to be used in educational video games," Computers in Human Behavior, vol. 31, pp. 461-474, February 2014. [26] V. Kasinathan, A. Mustapha, R. Fauzi, and M. F. C. A. Rani, "Questionify: gamification in education," Int. Jornal. Integr. Engineering., vol. 10, no. 6, 2018. [27] S. Geng, K. M. Y. Law, and B. Niu, "Investigating self-directed learning and technology readiness in blending learning environment," International Journal of Educational Technology in Higher Education, vol. 16, no. 1, 2019. [28] E. N. Wiebe, A. Lamb, M. Hardy, and D. Sharek, "Seasuring engagement in video game-based environments: investigation of the user engagement scale," Computer in. Human Behavior., vol. 32, pp. 123-132, March 2014. BIOGRAPHIES OF AUTHORS Norhusyairi Hawari received his Computer Science Diploma in Multimedia Computing from Universiti Teknologi Malaysia (UTM), bachelor’s degree of Computer Science in Multimedia Computing from Universiti Teknologi Mara (UiTM), Jasin campus, Malaysia and currently pursuing his M.Sc. Degree of Computer Science in Universiti Teknologi Mara (UiTM), Shah Alam campus, Malaysia, in 2012, 2016 and 2019, respectively. His research interests include human-computer interaction, user interface and experience, multimedia, and education. Nurul Hidayah Mat Zain received the Doctor of Philosophy (Visual Informatics) from Universiti Kebangsaan Malaysia (UKM) in 2016. She completed the Bachelor of Computer Science (Software Engineering) and MSc Computer Science (Multimedia System) both from Universiti Putra Malaysia (UPM), Serdang, Malaysia, in 2002 and 2003, respectively. She is currently Senior Lecturer with the Department of Computer Science (Multimedia Computing), UiTM Cawangan Melaka, Campus Jasin. She produced many publications in Scopus and ISI Thomson indexing publication including books, journal, proceeding, chapter in books and articles. She also won several gold medals, diamond award and platinum award in research and innovation exhibition. In addition, she is a reviewer paper for national and international journal including Q1 journal and actively involved several grants as project leader and co-researcher. Her research interest are Computer Games, Gamification, User Experience (UX), Eye-Tracking and Human Computer Interaction. She can be contacted at nurulmz@fskm.uitm.edu.my. Ts. Dr. Aslina Baharum is a senior lecturer at the Faculty of Computing and Informatics, Universiti Malaysia Sabah (UMS). Hold and has actively involved several grants as project leader and co-researcher. Active in community services and won several medals (>30) award in research and innovation, awarded several publications, teaching, Excellence Service, and UMS Researchers awards. Has co-authored and published several books, book of chapters, technical papers and indexed journals (>40) papers. Served as editor for several journals, and scholarly contributed as committee and chairs session for conferences, editorial team and manuscript reviewers. Her research interests are in Human-Computer Interaction (HCI), Visual Informatics, Multimedia, User Experience (UX), Mental Model, Software Engineering, ICT, E-Commerce, and Entrepreneurship. She is currently an active member of ACM, IEEE, IACSIT, ICSES, Royal Institute of Information Technology (Fellow), UACEE, the IRED, and the SAI. Certified Professional Entrepreneurial Educator and Executive Entrepreneurial Leaders. Appointed as Deputy Director of Entrepreneurship Research and Development Centre (2016-2017), Ambassador of Magic, Leader of Technopreneur Cluster, DMH@UMS and Coordinator of Entrepreneurship. She currently holds position of Deputy Director at UMS Centre of External Education.