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...

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Bibliographic Details
Main Authors: Alphadio, Kouyate, Noor Asiah, Rashid, Fatima, Ahmed Mohamed
Format: Article
Language:English
English
Published: INTI International University 2025
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
Description
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.