Student Engagement in Learning Software Engineering Subject using Gamification Approach: A Case Study

  • Nur Faiqah Ab Hamid@Fauzi
  • Mashanum Osman
  • Sazalinsyah Razali
  • Nor Haslinda Ismail
  • Nik Rahila Wan Ibrahim

Abstract

The purpose of this paper is to investigate student engagement in learning software engineering subject with gamification approach. Software engineering subject is offered during the early year of three years towards earning a Bachelor Degree in Computer Science in most of local universities in Malaysia. This subject requires student pay attention to lectures, memorize terms and understand the concept. The passive session leads little engagement from the students. To overcome this problem, gameful design approach is introduced. The subject of the study comes from 59 students undertaking software engineering subject from computer science background from one public university in Malaysia. All students will be experienced gamification. At the end of the semester, the students are given a set of questionnaires. The findings revealed that Kahoot can engage and motivate students in learning particularly in subjects that involve lots of theoretical terms and need to do lots of reading. The initial study and findings can be used to add alternatives and improve the teaching and learning process for subject that involve lots of terms.

Author Biographies

Nur Faiqah Ab Hamid@Fauzi

Centre for Advanced Computing Technology, Faculty of Information and Communications Technology

Mashanum Osman

Centre for Advanced Computing Technology, Faculty of Information and Communications Technology

Sazalinsyah Razali

Centre for Robotics & Industrial Automation (RIA), Faculty of Information and Communications Technology

Nor Haslinda Ismail

Centre for Advanced Computing Technology, Faculty of Information and Communications Technology

Nik Rahila Wan Ibrahim

Centre for Technopreneurship Development, Center for Languages and Human Development

Published
2019-11-30
How to Cite
Ab Hamid@Fauzi, N. F., Osman, M., Razali, S., Ismail, N. H., & Wan Ibrahim, N. R. (2019). Student Engagement in Learning Software Engineering Subject using Gamification Approach: A Case Study. Journal of Advanced Computing Technology and Application (JACTA), 1(2), 25-29. Retrieved from https://jacta.utem.edu.my/jacta/article/view/5197
Section
Articles