Questionify: Gamification in Education

  • Vinothini Kasinathan Faculty of Computing, Engineering and Technology, Asia Pacific University of Technology and Innovation Malaysia, Technology Park Malaysia, Bukit Jalil, 57000 Kuala Lumpur, Malaysia
  • Aida Mustapha Faculty of Computer Science and Information Technology, Universiti Tun Hussein Onn Malaysia, 86400 Parit Raja, Batu Pahat, Johor, Malaysia.
  • Rahmat Fauzi
  • Mohamad Firdaus Che Abdul Rani Faculty of Computing, Engineering and Technology, Asia Pacific University of Technology and Innovation Malaysia, Technology Park Malaysia, Bukit Jalil, 57000 Kuala Lumpur, Malaysia

Abstract

In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students’ coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach.

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Published
25-11-2018
How to Cite
Kasinathan, V., Mustapha, A., Fauzi, R., & Che Abdul Rani, M. F. (2018). Questionify: Gamification in Education. International Journal of Integrated Engineering, 10(6). Retrieved from https://publisher.uthm.edu.my/ojs/index.php/ijie/article/view/2781