el 17(14): e2

Research Article

Raising engagement and motivation through gamified eportfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey

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  • @ARTICLE{10.4108/eai.26-7-2017.152904,
        author={Monisa Abdul Wahab and Mike Joy},
        title={Raising engagement and motivation through gamified eportfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey},
        journal={EAI Endorsed Transactions on e-Learning},
        volume={4},
        number={14},
        publisher={EAI},
        journal_a={EL},
        year={2017},
        month={7},
        keywords={e-portfolio, higher education, gamification, gamified e-portfolio, user engagement, motivation.},
        doi={10.4108/eai.26-7-2017.152904}
    }
    
  • Monisa Abdul Wahab
    Mike Joy
    Year: 2017
    Raising engagement and motivation through gamified eportfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey
    EL
    EAI
    DOI: 10.4108/eai.26-7-2017.152904
Monisa Abdul Wahab1,*, Mike Joy1
  • 1: University of Warwick, Department of Computer Science, Coventry, CV4 7AL, United Kingdom
*Contact email: M.Abdul-Wahab@warwick.ac.uk

Abstract

The gamification of e-portfolios is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readiness, and identify the infrastructure and facilities currently in place. The work in progress investigates students’ demographic information, students’ current styles in organising their learning material, their prior experience with portfolio creation and development, their prior experience in using game applications, and their current knowledge of ‘gamification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the students’ perspectives.