Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students

In general, the term gamification is defined as the use of game facets in nongame contexts. This study aims at investigating undergraduate students’ perception on gamification as an alternative platform to facilitate their language learning processes as well as their acceptance of gamification accor...

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Main Authors: Lay Yoon Fah, Chang Siew Lee, Hamdan Adnan, Fong Soon Fook
Format: Article
Language:en
Published: 2016
Online Access:https://eprints.ums.edu.my/id/eprint/21507/1/Gamification%20at%20Universiti%20Malaysia%20Sabah.pdf
https://eprints.ums.edu.my/id/eprint/21507/
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author Lay Yoon Fah
Chang Siew Lee
Hamdan Adnan
Fong Soon Fook
author_facet Lay Yoon Fah
Chang Siew Lee
Hamdan Adnan
Fong Soon Fook
author_sort Lay Yoon Fah
building UMS Library
collection Institutional Repository
content_provider Universiti Malaysia Sabah
content_source UMS Institutional Repository
continent Asia
country Malaysia
description In general, the term gamification is defined as the use of game facets in nongame contexts. This study aims at investigating undergraduate students’ perception on gamification as an alternative platform to facilitate their language learning processes as well as their acceptance of gamification according to gender. The psychometric properties of a questionnaire on the acceptance of gamification (PLE) particularly in terms of its validity and reliability were also examined in this study. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurement model by looking at the results of composite reliability, average variance extracted, and standardized loadings of the construct measures. Goodnessof- fit indices of the measurement model were also examined. The results of the study have shown that users of PLE were positive towards its usefulness in assisting their language learning and enhancing their performance, and confident of its ease of use. In general, the users have positive attitudes towards using PLE in language learning and they showed positive intention in using gamification in their future language learning. It is believed that this study would not only provide a good understanding of the undergraduate students’ acceptance of gamification in learning, but also shed light to the understanding of the future game use of these students. Therefore, it is recommended that gamification (PLE for instance) could be applied at the tertiary level in order to gamify educational contexts as one of the methods to make learning more interesting, motivational, and less conventional; and to promote autonomy and that learning does not remain within the boundaries of the classroom.
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spelling my.ums.eprints-215072019-03-08T08:08:26Z https://eprints.ums.edu.my/id/eprint/21507/ Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students Lay Yoon Fah Chang Siew Lee Hamdan Adnan Fong Soon Fook In general, the term gamification is defined as the use of game facets in nongame contexts. This study aims at investigating undergraduate students’ perception on gamification as an alternative platform to facilitate their language learning processes as well as their acceptance of gamification according to gender. The psychometric properties of a questionnaire on the acceptance of gamification (PLE) particularly in terms of its validity and reliability were also examined in this study. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurement model by looking at the results of composite reliability, average variance extracted, and standardized loadings of the construct measures. Goodnessof- fit indices of the measurement model were also examined. The results of the study have shown that users of PLE were positive towards its usefulness in assisting their language learning and enhancing their performance, and confident of its ease of use. In general, the users have positive attitudes towards using PLE in language learning and they showed positive intention in using gamification in their future language learning. It is believed that this study would not only provide a good understanding of the undergraduate students’ acceptance of gamification in learning, but also shed light to the understanding of the future game use of these students. Therefore, it is recommended that gamification (PLE for instance) could be applied at the tertiary level in order to gamify educational contexts as one of the methods to make learning more interesting, motivational, and less conventional; and to promote autonomy and that learning does not remain within the boundaries of the classroom. 2016 Article PeerReviewed text en https://eprints.ums.edu.my/id/eprint/21507/1/Gamification%20at%20Universiti%20Malaysia%20Sabah.pdf Lay Yoon Fah and Chang Siew Lee and Hamdan Adnan and Fong Soon Fook (2016) Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students. Jurnal Pemikir Pendidikan, 7. pp. 19-43.
spellingShingle Lay Yoon Fah
Chang Siew Lee
Hamdan Adnan
Fong Soon Fook
Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students
title Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students
title_full Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students
title_fullStr Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students
title_full_unstemmed Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students
title_short Gamification at Universiti Malaysia Sabah: A Case Study of Enhancing English among Undergraduate Students
title_sort gamification at universiti malaysia sabah: a case study of enhancing english among undergraduate students
url https://eprints.ums.edu.my/id/eprint/21507/1/Gamification%20at%20Universiti%20Malaysia%20Sabah.pdf
https://eprints.ums.edu.my/id/eprint/21507/
url_provider http://eprints.ums.edu.my/