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Abstract
This study explores lecturers' perceptions and suggestions on integrating gamified lessons in Malaysian higher institutions. The COVID-19 pandemic has drastically changed the norm of traditional classroom teaching by accelerating digital integration amongst educators and necessitating the need to address classroom gamification. To further understand educators' perceptions, we conducted in-depth interviews with 25 lecturers. We thematically analyzed the interviews by following the steps undertaken by Braun and Clarke (2006) to identify the emerging themes. The findings determine that educators found gamification suitable in teaching and learning activities during the set induction, reinforcement and assessment of specific skills. Several misconceptions also evident in this study. We conclude that although educators are familiar with gamification, they have not fully utilized the strength of gamification.
Keywords
gamification, game-based learning, higher education, perception, qualitative method
Publication Date
7-13-2023
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 International License.
DOI
10.46743/2160-3715/2023.6102
Recommended APA Citation
Eltahir, M., Annamalai, N., Uthayakumaran, A., Zyoud, S., Zakarneh, B., & alsalhi, n. r. (2023). A Qualitative Study on Malaysian Academics' Perceptions and Suggestions on Gamified Learning. The Qualitative Report, 28(7), 2011-2028. https://doi.org/10.46743/2160-3715/2023.6102
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