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Updated: Jul 25, 2025

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Published on: December 16, 2010
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Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university
Muhammad Kamarul Kabilan1,2, Nagaletchimee Annamalai3, Kee-Man Chuah1,4
1School of Educational Studies, Universiti Sains Malaysia, 11800 Penang, Malaysia.
Summary
Gamification boosts student engagement and motivation in higher education. This study explored academics
Area of Science:
- Educational Technology
- Pedagogy
- Higher Education
Background:
- Gamification is recognized for enhancing student engagement and motivation.
- Research has explored gamification benefits across educational levels.
- Academics' pedagogical understanding and skills in gamification, especially in higher education, remain under-researched.
Purpose of the Study:
- To investigate academics' practices, purposes, and challenges in integrating technology-based gamification.
- To uncover the pedagogical considerations academics employ when designing gamified lessons.
- To propose models for enhancing academics' gamification integration skills in higher education.
Main Methods:
- A mixed-methods study was conducted at a Malaysian public university.
- Data was collected from academics' perspectives on gamification integration.
- Analysis focused on identifying pedagogical themes and challenges.
Main Results:
- Academics' gamification practices indicate potential for enhancement.
- Key pedagogical considerations include motivating students, facilitating thinking and problem-solving skills, engaging learners, promoting interaction, and achieving learning goals.
- Two models were proposed to improve academics' pedagogical knowledge and skills in gamification.
Conclusions:
- Academics' current gamification practices in higher education can be improved.
- Specific pedagogical themes guide the integration of gamification.
- The proposed models offer a framework for enhancing gamification implementation and effectiveness in higher education settings.
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