Zamzami Zainuddin
Integrating ease of use and affordable gamification-based instruction into a remote learning environment
University of Malaya
increasing student engagement improving learning outcomes ongoing issues higher education worldwide issues particularly pertinent covid19 pandemic remote learning selected primary instructional learning setting study aims assess impact gamificationbased quiz instruction driving college students learning online class covid19 pandemic remote institution higher education indonesia n 68 study employs explanatory sequential mixedmethod approach including quasiexperimental research quantitative surveys qualitative interviews findings indicate overall result four tests conducted intervention indicates statistically significant difference among three groups gamificationbased quizzes increase student enthusiasm improve learning outcomes study demonstrates transformation induced ease use low cost digital gaming platforms mundane activities listening lectures zoom enjoyable educational gaming activities weekly gamificationbased formative assessments using easytouse media significantly increase student engagement critical creative thinking information literacy learning process