Persepsi Pelajar terhadap Pelaksanaan Gamifikasi di Luar Kampus. (Malay)

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    • Alternate Title:
      Students' Perceptions towards Implementation of Gamification Outside The Campus. (English)
    • Abstract:
      The application of Econ Hunt which arose from a mixture of gamification and digital elements into the Macroeconomics 1 course which is a compulsory course of the faculty has been able to increase students' understanding of macroeconomics and increase student involvement in macroeconomics classes. Econ Hunt is very important especially when Econ Hunt is conducted outside the campus where it also gives students exposure to the real world of macroeconomics. Therefore, this study was conducted to identify students' perceptions of the usage of gamification in Econ Hunt held off campus. This study involved 258 respondents who were undergraduate students of the Faculty of Economics and Management (FEP) and data is collected using Google Form in the form of closed questions. Through factor analysis conducted using the Statistical Package for Social Sciences (SPSS) software, there are five important factor components that influence students' perception of Econ Hunt, namely information comprehension, subject attraction, management, student attitude and appropriateness of time period. Therefore, it has been proven that digital gamification done outside the campus such as Econ Hunt can have a good effect on the learning process of students. [ABSTRACT FROM AUTHOR]
    • Abstract:
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