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PROJECT PROPOSAL

THE EFFECTIVENESS OF TECHNOLOGY TOOLS IN EDUCATION SUCH AS

GAMIFICATION IN ENHANCING LEARNING ENGAGEMENT AMONG SECONDARY SCHOOL STUDENTS

PREPARED BY:

SAW BOON HU

MASTER OF EDUCATION

UNIVERSITY OF GEOMATIKA

SUPERVISOR:

DR. KIM TENG SIANG

Restricted

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BACKGROUND OF THE STUDY

Introduction

  • Technology has become an integral part of secondary education.
  • Gamification tools are increasingly used in classrooms.
  • These tools provide immediate feedback, interactive learning, and increased student participation.
  • Despite their popularity, evidence regarding their effectiveness in improving learning engagement among secondary school students remains limited.
  • Therefore, this study aims to examine the effectiveness of gamification tools in enhancing students' engagement.

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RESEARCH PROBLEM

  • Student engagement remains a challenge in many secondary schools. Traditional teaching approaches often fail to sustain students' attention.
  • Teachers increasingly adopt digital learning tools, but their effectiveness varies.
  • Limited local studies investigate students' perceptions of gamification tools in secondary schools.
  • More empirical evidence is needed to support technology integration in classroom teaching.

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RESEARCH OBJECTIVES

  • To determine the effectiveness of gamification tools in enhancing students' learning engagement.
  • To identify students' perceptions towards the use of gamification tools such as Quizizz and Kahoot, etc.
  • To examine the relationship between gamification tools and students' learning engagement.

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RESEARCH QUESTIONS

  • How effective are gamification tools in enhancing learning engagement?
  • What are students' perceptions towards gamification tools?
  • Is there a significant relationship between gamification tools and learning engagement?

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SIGNIFICANCE OF THE STUDY

1) Students

  • Improve learning motivation
  • Increase classroom participation
  • Enhance learning experience

2) Teachers

  • Evidence-based teaching strategies
  • Improve classroom engagement
  • Better formative assessment

3) Schools

  • Support digital transformation
  • Promote technology-enhanced learning

4) Ministry of Education (MOE)

  • Provide evidence for future educational technology tools implementation and its effectiveness

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SCOPE AND LIMITATIONS

Scope

  • Secondary school students
  • One selected secondary school
  • Gamification tools in general
  • Qualitative approach

Limitations

  • Small sample size
  • One school only
  • Interview and observations
  • Time limitation
  • Results cannot be generalised to all secondary schools.

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RELATED LITERATURES

Learning Engagement

Learning engagement consists of

  • Behavioural engagement
  • Emotional engagement
  • Cognitive engagement

Researchers found that higher engagement improves academic achievement.

  • (Fredricks et al., recent reviews 2022–2024)

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GAMIFICATION IN EDUCATION

Recent studies reported:

✓ increases motivation

✓ promotes active participation

✓ improves classroom interaction

✓ provides immediate feedback

✓ enhances collaborative learning

Recent Studies

  • Haleem et al. (2022)
  • Li et al. (2023)
  • Zeng et al. (2024)
  • Lin (2024)
  • Nordin et al. (2025)

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RESEARCH METHODOLOGY

  • Research Design
  • Research Approach: Qualitative
  • Research Design: Case Study
  • Rationale
  • To gain an in-depth understanding of students' experiences using gamification tools.
  • To explore students' perceptions, attitudes, and engagement during classroom learning.
  • To identify themes that explain how Quizizz and Kahoot influence learning engagement.
  • Research Site
  • One selected Malaysian secondary school.

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SAMPLING METHOD AND PARTICIPANTS

  • Sampling Technique
  • Purposive Sampling

Participants are selected because they have direct experience using gamification tools such as Quizizz and Kahoot , etc. during classroom learning.

  • Sample Size
  • Approximately 6–10 secondary school students.
  • One or two teachers who regularly use gamification tools.
  • Inclusion Criteria
  • Secondary school students
  • Experience using gamification tools such Quizizz and/or Kahoot, etc.
  • Willing to participate and provide informed consent

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RESEARCH INSTRUMENT

  • Primary Instrument
  • Semi-Structured Interview Protocol
  • The interview consists of open-ended questions that encourage participants to share their experiences.
  • Sample Interview Questions
  • Describe your experience using gamification tools during lessons.
  • How do these tools influence your interest in learning?
  • What aspects of the activities make learning enjoyable?
  • How do these tools affect your classroom participation?
  • What challenges do you experience when using these tools?
  • What suggestions would you give to improve the use of gamification tools?

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DATA COLLECTION PROCEDURE

Research Process

  • Ethical Approval

  • School Permission

  • Participant Recruitment

  • Informed Consent

  • Semi-Structured Interviews

  • Audio Recording

  • Interview Transcription

  • Data Analysis

ESTIMATED DURATION

  • 30 - 45 minutes per interview
  • Interviews conducted face-to-face or online

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DATA ANALYSIS

  • Method
  • Thematic Analysis

Following the six phases proposed by Virginia Braun and Victoria Clarke:

  1. Familiarisation with the data
  2. Generating initial codes
  3. Searching for themes
  4. Reviewing themes
  5. Defining and naming themes
  6. Producing the report

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DATA ANALYSIS

  • Method
  • Thematic Analysis

Following the six phases proposed by Virginia Braun and Victoria Clarke:

  1. Familiarisation with the data
  2. Generating initial codes
  3. Searching for themes
  4. Reviewing themes
  5. Defining and naming themes
  6. Producing the report