ISSN: 2226-6348
Open access
Games-based learning (GBL) incorporates the features and principles of games to achieve educational goals. This method enhances student enjoyment and fulfilment by positioning the learner at the center of the learning process. Learning motivation in GBL called JoyMerge is a process to motivate and improve students’ attitude in the learning system. Some students feel that learning with games at school affects the way they behave, feel, understand, think and keeps them motivated to learn more. Meanwhile, enjoyment in JoyMerge encourages students’ learning performance in the classroom by making learning behavior or activities more meaningful. The issue with traditional classrooms is the restriction of the competence to stimulate students’ learning performance, especially in today’s world where learners from Generation Z are more selective with information at their fingertips. Therefore, this study seeks to determine whether students’ learning motivation and enjoyment in JoyMerge will contribute to learning performance such as positive academic in the classroom. 147 respondents were selected among undergraduate students via an online survey from six classes using a convenience sampling technique. The data was analysed through a multiple regression analysis. The result shows that students’ learning motivation (?=.44, p<.001) and enjoyment (?=.30, p<.001) in studying Interpersonal Communication subjects through JoyMerge significantly influence learning performance in the classroom. The results also improved our knowledge and understanding of how GBL enhances students’ learning performance. In addition, learning platforms with GBL can increase students’ motivation, foster high critical thinking and problem-solving skills, boost self-motivation, and reduce stress and anxiety through enjoyment.
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