TY - JOUR AU - Nur Faiqah Ab Hamid@Fauzi AU - Mashanum Osman AU - Sazalinsyah Razali AU - Nor Haslinda Ismail AU - Nik Rahila Wan Ibrahim PY - 2019/11/30 Y2 - 2024/03/29 TI - Student Engagement in Learning Software Engineering Subject using Gamification Approach: A Case Study JF - Journal of Advanced Computing Technology and Application (JACTA) JA - jacta VL - 1 IS - 2 SE - Articles DO - UR - https://jacta.utem.edu.my/jacta/article/view/5197 AB - 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. ER -