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Enhancing Supply Chain Education Through Analog Gamification: A Quasi-Experimental Study of Logispreneur 101

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  • Saiful Azmir Kasdi

    (Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.)

  • Irwan Ibrahim

    (Malaysia Institute of Transport, University Technology MARA, Malaysia. Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.)

  • Veera Pandiyan Kaliani Sundram

    (Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.)

  • Shariff Harun

    (Faculty of Accountancy, University Technology MARA, Cawangan Melaka, Kampus Alor Gajah, Melaka, Malaysia)

  • Ariff Azly Muhamed

    (Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.)

Abstract

Gamification has gained traction as a transformative strategy in higher education, particularly in enhancing engagement and learning within complex disciplines like Supply Chain Management (SCM). This study investigates the educational effectiveness of Logispreneur 101, a STEM-aligned board game designed to simulate real-world SCM scenarios. Anchored in Self-Determination Theory and Flow Theory, the research evaluates how game mechanics; collaboration, competition, and decision-making; affect student satisfaction, with perceived learning effectiveness acting as a mediating variable. Employing a quasi-experimental design, 150 undergraduate students from University Technology MARA participated in four supervised gameplay sessions. Quantitative data collected via pre- and post-test surveys were analysed using paired t-tests, correlation, regression, and mediation analysis. Results demonstrated a significant increase in student satisfaction post-gameplay (p

Suggested Citation

  • Saiful Azmir Kasdi & Irwan Ibrahim & Veera Pandiyan Kaliani Sundram & Shariff Harun & Ariff Azly Muhamed, 2025. "Enhancing Supply Chain Education Through Analog Gamification: A Quasi-Experimental Study of Logispreneur 101," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(6), pages 1745-1758, June.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-6:p:1745-1758
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    References listed on IDEAS

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    1. Veera Pandiyan Kaliani Sundram & Ahmad Rais Mohamad Mokhtar & Nur 'Asyiqin Ramdhan & Irwan Ibrahim, 2025. "Gamification in Supply Chain Management Education: Enhancing Engagement and Learning Outcomes through Game-Based Techniques," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(14), pages 126-140, January.
    2. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
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