Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities
Gamification is a recent trend that seeks to raise people's motivation, involvement, engagement, and loyalty. It began as a marketing tool but has now expanded to several fields where public participation is crucial. Inspired by the widespread usage of video games, gamification seeks to increas...
| Main Authors: | , , |
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| Format: | Article |
| Language: | English English |
| Published: |
INTI International University
2025
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| Subjects: | |
| Online Access: | http://eprints.intimal.edu.my/2147/ http://eprints.intimal.edu.my/2147/2/690 http://eprints.intimal.edu.my/2147/3/ij2025_16r.pdf |
| Summary: | Gamification is a recent trend that seeks to raise people's motivation, involvement, engagement, and loyalty. It began as a marketing tool but has now expanded to several fields where public participation is crucial. Inspired by the widespread usage of video games, gamification seeks to increase game-like engagement by leveraging the game’s qualities in non-gaming situations. This study aims to highlight the research and knowledge regarding the use of gamification as a strategy to promote and enhance student engagement in higher education for extracurricular activities. The method used for this paper reviews general literature, which focuses on gamification and reward systems for enhancing student involvement in extracurricular activities. The conceptual findings suggest there is tremendous potential in gamification as a reward system for enhancing student involvement in extracurricular activities. |
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