ISSN: 2222-6990
Open access
Gamification in education involves incorporating game features into the educational environment to encourage student engagement. Studies indicate that students in gamification courses tend to perform better because gamification helps them to focus in their studies. Self-efficacy, or a student's belief in their ability to succeed, is a key factor in enhancing engagement through gamification. Meanwhile, enjoyment significantly improves students' engagement by making learning activities more enjoyable and immersive. The problem with traditional learning is its limited ability to engage and motivate students, particularly in today's digital era where students are accustomed to interactive and multimedia rich contexts. Thus, this study aims to measure students’ self-efficacy and enjoyment in gamification will contribute to academic engagement in the classroom. 165 respondents were selected among undergraduate students via online survey from seven classes using convenience sampling technique. The data was analysed through a multiple regression analysis. The result shows that students’ self-efficacy (?=.44, p<.001) and enjoyment (?=.35, p<.001) in gamification significantly influence academic engagement in the classroom. The results also improved our knowledge and understanding of how gaming enhances student engagement. In addition, interactive platforms such as gamification can increase students’ motivation, foster good critical thinking and problem-solving skills, boost self-efficacy, and reduce stress and anxiety.
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(Latiff et al., 2024)
Latiff, D. I. A., Latif, A. S. S. S. @Abdul, Zambri, W. A. A. M., & Kamal, S. (2024). Students’ Self-efficacy and Enjoyment in Gamification influence Academic Engagement in Classroom A study among Undergraduate Students. International Journal of Academic Research in Business and Social Sciences, 14(6), 998–1008.
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