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The impact of gamification on students learning engagement

International Journal of Electrical and Computer Engineering (IJECE) · Vol. 10 No. 5 (2020)

DOI
10.11591/ijece.v10i5.pp4965-4972
ISSN
2722-2578, 2088-8708
Published
2020-10-01
Publisher
Institute of Advanced Engineering and Science
License
creativecommons.org/licenses/by-nc/4.0

Abstract

Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group.

Collaboration network of the authors

8 authors · 13 co-authorship links · 4 across different organisations

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  • National University of Malaysia
  • University of Tikrit
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Amirah IsmailNational University of Malaysia3
Shivan Qasim AmeenNational University of Malaysia1
Qais Ali BatihaNational University of Malaysia1
Nazatul Aini Abd MajidNational University of Malaysia1
Noorazean Mohd AliAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2088-8708/works, first harvested 27 Okt 2026, last seen 27 Okt 2026.
Metadata as oai_dc, converted from Crossref
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