Questionify gamification in education

In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational a...

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Main Authors: Kasinathan, Vinothini, Mustapha, Aida, Fauzi, Rahmat, Che Abdul Rani, Mohamad Firdaus
Format: Article
Language:English
Published: Penerbit UTHM 2018
Subjects:
Online Access:http://eprints.uthm.edu.my/4566/
http://eprints.uthm.edu.my/4566/1/AJ%202018%20%28796%29%20Questionify%20gamification%20in%20education.pdf
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author Kasinathan, Vinothini
Mustapha, Aida
Fauzi, Rahmat
Che Abdul Rani, Mohamad Firdaus
author_facet Kasinathan, Vinothini
Mustapha, Aida
Fauzi, Rahmat
Che Abdul Rani, Mohamad Firdaus
author_sort Kasinathan, Vinothini
building UTHM Institutional Repository
collection Online Access
description In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students’ coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach.
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spelling uthm-45662021-12-07T07:36:32Z http://eprints.uthm.edu.my/4566/ Questionify gamification in education Kasinathan, Vinothini Mustapha, Aida Fauzi, Rahmat Che Abdul Rani, Mohamad Firdaus LB1050.9-1091 Educational psychology TA329-348 Engineering mathematics. Engineering analysis In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students’ coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach. Penerbit UTHM 2018 Article PeerReviewed text en http://eprints.uthm.edu.my/4566/1/AJ%202018%20%28796%29%20Questionify%20gamification%20in%20education.pdf Kasinathan, Vinothini and Mustapha, Aida and Fauzi, Rahmat and Che Abdul Rani, Mohamad Firdaus (2018) Questionify gamification in education. International Journal of Integrated Engineering, 10 (6). pp. 139-143. ISSN 2229-838X
spellingShingle LB1050.9-1091 Educational psychology
TA329-348 Engineering mathematics. Engineering analysis
Kasinathan, Vinothini
Mustapha, Aida
Fauzi, Rahmat
Che Abdul Rani, Mohamad Firdaus
Questionify gamification in education
title Questionify gamification in education
title_full Questionify gamification in education
title_fullStr Questionify gamification in education
title_full_unstemmed Questionify gamification in education
title_short Questionify gamification in education
title_sort questionify gamification in education
topic LB1050.9-1091 Educational psychology
TA329-348 Engineering mathematics. Engineering analysis
url http://eprints.uthm.edu.my/4566/
http://eprints.uthm.edu.my/4566/1/AJ%202018%20%28796%29%20Questionify%20gamification%20in%20education.pdf