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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| Format: | Article |
| Language: | English English |
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INTI International University
2025
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| 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 |
| _version_ | 1848766979420192768 |
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| author | Alphadio, Kouyate Noor Asiah, Rashid Fatima, Ahmed Mohamed |
| author_facet | Alphadio, Kouyate Noor Asiah, Rashid Fatima, Ahmed Mohamed |
| author_sort | Alphadio, Kouyate |
| building | INTI Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T11:59:01Z |
| format | Article |
| id | intimal-2147 |
| institution | INTI International University |
| institution_category | Local University |
| language | English English |
| last_indexed | 2025-11-14T11:59:45Z |
| publishDate | 2025 |
| publisher | INTI International University |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | intimal-21472025-07-23T07:01:06Z http://eprints.intimal.edu.my/2147/ Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities Alphadio, Kouyate Noor Asiah, Rashid Fatima, Ahmed Mohamed L Education (General) LB2300 Higher Education QA75 Electronic computers. Computer science QA76 Computer software 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. INTI International University 2025-06 Article PeerReviewed text en cc_by_4 http://eprints.intimal.edu.my/2147/2/690 text en cc_by_4 http://eprints.intimal.edu.my/2147/3/ij2025_16r.pdf Alphadio, Kouyate and Noor Asiah, Rashid and Fatima, Ahmed Mohamed (2025) Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities. INTI JOURNAL, 2025 (16). pp. 1-10. ISSN e2600-7320 https://intijournal.intimal.edu.my |
| spellingShingle | L Education (General) LB2300 Higher Education QA75 Electronic computers. Computer science QA76 Computer software Alphadio, Kouyate Noor Asiah, Rashid Fatima, Ahmed Mohamed Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities |
| title | Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities |
| title_full | Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities |
| title_fullStr | Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities |
| title_full_unstemmed | Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities |
| title_short | Gamification and Reward Systems for Enhancing Student Involvement in Extracurricular Activities at Universities |
| title_sort | gamification and reward systems for enhancing student involvement in extracurricular activities at universities |
| topic | L Education (General) LB2300 Higher Education QA75 Electronic computers. Computer science QA76 Computer software |
| url | http://eprints.intimal.edu.my/2147/ http://eprints.intimal.edu.my/2147/ http://eprints.intimal.edu.my/2147/2/690 http://eprints.intimal.edu.my/2147/3/ij2025_16r.pdf |