Skip to main content

Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey

  • Conference paper
  • First Online:
E-Learning, E-Education, and Online Training

Abstract

The gamification of e-portfolio is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readiness, and identify the infrastructure and facilities currently in place. The work in progress investigates students’ demographics information, students’ current styles in organizing their learning material, their prior experience with portfolio creation and development, their prior experience in using game applications and their current knowledge of ‘gamification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the student’s perspectives.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Bakar, A., Inal, Y., Cagiltay, K.: Use of commercial games for educational purposes: will today’s teacher candidates use them in the future? In: World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006, pp. 1757–1762 (2006)

    Google Scholar 

  2. Connolly, T.M., Boyle, E., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59, 661–686 (2012)

    Article  Google Scholar 

  3. Kim, B., Park, H., Baek, Y.: Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. Comput. Educ. 52, 800–810 (2009)

    Article  Google Scholar 

  4. Silva, E.: Gamifying learning – Enzo Silva blog. Enzosilva.com (2016). http://enzosilva.com/blog/2010/10/14/gamifying-learning/. Accessed 1 July 2016

  5. Simões, J., Redondo, R.D., Vilas, A.F.: A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 29, 345–353 (2013)

    Article  Google Scholar 

  6. Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)

    Article  Google Scholar 

  7. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game-design elements in non-gaming contexts. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA 2011, p. 2425 (2011)

    Google Scholar 

  8. Muntean, C.: Raising engagement in e-learning through gamification. In: Proceedings of 6th International Conference on Virtual Learning ICVL (2011)

    Google Scholar 

  9. ITU: Measuring the information society report (2014). http://www.itu.int/en/ITU-D/Statistics/Documents/publications/mis2014/MIS2014_without_Annex_4.pdf, http://www.itu.int/ITUD/ict/statistics/Gender/index.html

  10. Lucas, K., Sherry, J.L.: Sex differences in video game play: a communication-based explanation. Commun. Res. 31, 499–523 (2004)

    Article  Google Scholar 

  11. Graner Ray, S.: Gender Inclusive game design: expanding the market, p. 350 (2003)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Monisa Abdul Wahab .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Abdul Wahab, M., Joy, M. (2017). Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey. In: Vincenti, G., Bucciero, A., Helfert, M., Glowatz, M. (eds) E-Learning, E-Education, and Online Training. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 180. Springer, Cham. https://doi.org/10.1007/978-3-319-49625-2_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-49625-2_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-49624-5

  • Online ISBN: 978-3-319-49625-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics