Cited by 64Educational Games and GamificationTeaching and Learning ProgrammingOnline Learning and Analytics

The impact of gamification on students learning engagement

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Khaleel, Firas Layth, Ashaari, Noraidah Sahari, Tengku Wook, Tengku Siti Meriam·2020·International Journal of Electrical and Computer Engineering (IJECE)

Abstract

Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group.

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Crossref · 10.11591/ijece.v10i5.pp4965-4972

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  • Engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity.

    “Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025;Khaleel et al., 2020;Zeybek & Saygi, 2023).”

    From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Khaleel et al., 2020

    Section 4.2 uses continued work after earning 300 points and students’ acceptance of game elements to evaluate engagement; Table 7 includes points and leaderboards. The paper does not say these indicators are often used across studies, are non-standardized, or fail to capture engagement’s full complexity. (LLM, conf=0.83)

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1 of the 24 references couldn’t be matched to a known paper.

Research works printed but not linked: 6

  1. F. L. Khaleel, N. S. Ashaari, T. S. Meriam, T. Wook, and A. Ismail, "The Architecture of Dynamic Gamification Elements Based Learning Content," Journal of Convergence Information Technology, vol. 11, no, 3, pp. 164-177, 2016.
  2. F. L. Khaleel., Mohanad Layth Khaleel, Yasser Alsalam, Mohammed Abdulaziz Alsubhi, and Abdullatif Saleh Alfaqiri, "Smart Application Criterion based on Motivation of Obese People, "Electrical Engineering and Informatics, pp. 530-535, 2019.
  3. Shivan Qasim Ameen, F. L. Khaleel, "Wireless Mesh Networks Based on MBPSO Algorithm to Improvement Throughput," International Journal of Electrical and Computer Engineering, vol. 8, no. 6, pp. 4374-4381, 2018.
  4. F. L. Khaleel, "Recruitment and Job Search Application," PhD Thesis. Universiti Utara Malaysia, 2011.
  5. F. L. Khaleel., Ashaari, N. S., Wook, T. S. M. T., and Ismail, A., "Gamification-based learning framework for a programming course," 6th International Conference on IEEE Electrical Engineering and Informatics, pp. 1-6, 2017.
  6. F. L. Khaleel, Ashaari, N. S., Wook, T. S. M. T., and Ismail, A.,. "Methodology for developing gamification-based learning programming language framework," 6th International Conference on IEEE Electrical Engineering and Informatics, pp. 1-6, 2017.

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Authors
Khaleel, F. L., Ashaari, N. S., & Tengku Wook, T. S. M.
Affiliations
  • University of Tikrit (IQ)
  • National University of Malaysia (MY)
Venue
International Journal of Electrical and Computer Engineering (IJECE)
Published
2020-10-01
Volume
10
Issue
5
Pages
4965
ISSN
  • 2722-256X (ISSN-L)
  • 2722-2578
  • 2088-8708
OpenAlex
W3017115073
Cited by
64
References
24
Citations by year
2026: 9 · 2025: 16 · 2024: 13 · 2023: 13 · 2022: 8 · 2021: 5
FWCI
9.82
Type
journal article
Language
en
Open access
Locations
  • International Journal of Power Electronics and Drive Systems/International Journal of Electrical and Computer Engineering (publishedVersion, cc-by-sa)
  • Zenodo (CERN European Organization for Nuclear Research) (submittedVersion, cc-by)
Funders
Universiti Kebangsaan Malaysia
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, student engagement, game elements, programming education, school dropout, student motivation

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