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The Impacts of Gamification on Gamified Quizzing in the Classroom: A Case Study Among Diploma Students in UiTM

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  • Shahrul Amri Ab Wahab

    (University Technology MARA Cawangan Negeri Sembilan Kampus Rembau)

  • Sharfizie Mohd Sharip

    (University Technology MARA Cawangan Negeri Sembilan Kampus Rembau)

  • Nor’Azurah Kamdari

    (University Technology MARA Cawangan Negeri Sembilan Kampus Rembau)

  • Farrah Othman

    (University Technology MARA Cawangan Negeri Sembilan Kampus Rembau)

  • Yaasmin Farzana Abdul Karim

    (University Technology MARA Cawangan Negeri Sembilan Kampus Rembau)

Abstract

Gamification is a teaching and learning strategy that incorporates game elements to capture students’ interest and enhance engagement. Students in the Diploma in Banking Studies (BA119) at UiTM Negeri Sembilan are required to take the Human Resource Management course, which introduces career-related concepts. However, the subject contains many technical terms that are often unfamiliar to students due to their limited work experience. To address this challenge, gamification was introduced as a classroom strategy. This study involved two groups of Diploma students and applied a point system approach. Before gamification, in Semester 20224 (October 2022) and Semester 20234 (October 2023), most students achieved mid-level grades, with 53.7% scoring B and 31.7% scoring B+, while only 7.3% obtained A- and none received an A. A small proportion received lower grades such as B- (2.4%) and D+ (4.9%). After gamification, in Semester 20244 (October 2024) and Semester 20252 (March 2025), the grade distribution shifted towards higher achievement. The proportion of top grades increased significantly, with 25% obtaining A, 28.8% obtaining A-, and 25% achieving B+. In contrast, only 15.4% scored B and 5.8% B-, with no students obtaining grades below this level. The findings indicate that gamification enhanced both academic performance and classroom engagement. By transforming learning into an interactive and motivating experience, the gamification point system demonstrates strong potential as an effective teaching strategy in Human Resource Management and other knowledge-intensive courses.

Suggested Citation

  • Shahrul Amri Ab Wahab & Sharfizie Mohd Sharip & Nor’Azurah Kamdari & Farrah Othman & Yaasmin Farzana Abdul Karim, 2025. "The Impacts of Gamification on Gamified Quizzing in the Classroom: A Case Study Among Diploma Students in UiTM," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(9), pages 5918-5928, September.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-9:p:5918-5928
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