Abstract:Universities, researchers and practitioners are looking for effective ways to engage, enhance, and promote students’ learning in the classroom. Gamification is the integration of game-like design elements into non-game context to motivate action, engage, and solve problems. This paper presents the effectiveness of gamification through leaderboards to improve student engagement in subjects for Company Website Design (EIC552) and Communication through Drama (EPE530) at Akademi Pengajian Bahasa, Universiti Teknol… Show more
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