{"id":{"repo_id":"cape-town","oai_identifier":"oai:open.uct.ac.za:11427/43528"},"canonical_url":"https://search.dev.ndltd.org/etd/cape-town/oai:open.uct.ac.za:11427/43528","repository":{"repo_id":"cape-town","name":"University of Cape Town","base_url":"https://open.uct.ac.za/oai/request"},"display":{"title":"Using Gamification to enhance student engagement at a South African Private Higher Education Institution: A DBR approach","abstract":"This study investigates the use of gamification as an instructional approach to boost student engagement in a Management Information Systems (MIS) course at a South African Private Higher Education Institution (PHEI). Utilizing a Design-Based Research (DBR) framework, the research aims to develop evidence-based design principles for effectively incorporating gamification into teaching practices in higher education. The central research question focused on identifying effective design principles for gamification, while additional questions examined its impact on student engagement, the most effective gamification elements, and the role of tools like Quizalize in achieving these outcomes. The study involved 15 students who chose to take part in the research on a voluntary basis. Findings revealed that gamification significantly enhances student engagement by fostering motivation, encouraging active involvement, and instilling a sense of achievement. The study identified key gamification elements, including leaderboards, badges, and real-time feedback, as especially effective in boosting engagement. Quizalize, as the selected gamification tool, proved instrumental in transforming traditional learning experiences into dynamic, interactive environments that aligned with students' preferences and needs. The research culminated in a series of design principles emphasizing the need to align gamification with educational goals, achieve a harmonious blend of competition and collaboration, and sustain student engagement through varied content and immediate feedback mechanisms. While the study demonstrated the potential of gamification to address challenges related to student disengagement, it also highlighted limitations, including technical constraints and the need for equitable access to resources. This study highlights the impact of gamification in creating engaging, learner-centred educational experiences and offers practical guidance for educators and institutions seeking to incorporate gamification into their teaching strategies.","abstract_html":"This study investigates the use of gamification as an instructional approach to boost student engagement in a Management Information Systems (MIS) course at a South African Private Higher Education Institution (PHEI). Utilizing a Design-Based Research (DBR) framework, the research aims to develop evidence-based design principles for effectively incorporating gamification into teaching practices in higher education. The central research question focused on identifying effective design principles for gamification, while additional questions examined its impact on student engagement, the most effective gamification elements, and the role of tools like Quizalize in achieving these outcomes. The study involved 15 students who chose to take part in the research on a voluntary basis. Findings revealed that gamification significantly enhances student engagement by fostering motivation, encouraging active involvement, and instilling a sense of achievement. The study identified key gamification elements, including leaderboards, badges, and real-time feedback, as especially effective in boosting engagement. Quizalize, as the selected gamification tool, proved instrumental in transforming traditional learning experiences into dynamic, interactive environments that aligned with students&#x27; preferences and needs. The research culminated in a series of design principles emphasizing the need to align gamification with educational goals, achieve a harmonious blend of competition and collaboration, and sustain student engagement through varied content and immediate feedback mechanisms. While the study demonstrated the potential of gamification to address challenges related to student disengagement, it also highlighted limitations, including technical constraints and the need for equitable access to resources. This study highlights the impact of gamification in creating engaging, learner-centred educational experiences and offers practical guidance for educators and institutions seeking to incorporate gamification into their teaching strategies.","abstract_has_math":false,"creators":["Zulu, Remaketse Francis"],"institution":"School of Education","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":["Ng'ambi, Dickson"],"committee_chairs":[],"committee_members":[],"year":2026,"date_issued":"2026","date_published":"2026","updated_at":"2026-07-24T01:33:49Z","subjects":["Gamification","Student Engagement","Design-Based Research","Higher Education","Quizalize"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/11427/43528","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Ng'ambi, Dickson"]},{"key":"dc:creator","label":"Author","values":["Zulu, Remaketse Francis"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2026-07-09T09:00:28Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2026-07-09T09:00:28Z"]},{"key":"dc:date.issued","label":"Date","values":["2026"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["School of Education"]},{"key":"dc:publisher.institution","label":"Dc Publisher Institution","values":["University of Cape Town"]},{"key":"dc:type","label":"Dc Type","values":["Thesis / Dissertation"]},{"key":"dc:type.qualificationlevel","label":"Dc Type Qualificationlevel","values":["Masters","MEd"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Gamification","Student Engagement","Design-Based Research","Higher Education","Quizalize"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/11427/43528"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["This study investigates the use of gamification as an instructional approach to boost student engagement in a Management Information Systems (MIS) course at a South African Private Higher Education Institution (PHEI). Utilizing a Design-Based Research (DBR) framework, the research aims to develop evidence-based design principles for effectively incorporating gamification into teaching practices in higher education. The central research question focused on identifying effective design principles for gamification, while additional questions examined its impact on student engagement, the most effective gamification elements, and the role of tools like Quizalize in achieving these outcomes. The study involved 15 students who chose to take part in the research on a voluntary basis. Findings revealed that gamification significantly enhances student engagement by fostering motivation, encouraging active involvement, and instilling a sense of achievement. The study identified key gamification elements, including leaderboards, badges, and real-time feedback, as especially effective in boosting engagement. Quizalize, as the selected gamification tool, proved instrumental in transforming traditional learning experiences into dynamic, interactive environments that aligned with students' preferences and needs. The research culminated in a series of design principles emphasizing the need to align gamification with educational goals, achieve a harmonious blend of competition and collaboration, and sustain student engagement through varied content and immediate feedback mechanisms. While the study demonstrated the potential of gamification to address challenges related to student disengagement, it also highlighted limitations, including technical constraints and the need for equitable access to resources. This study highlights the impact of gamification in creating engaging, learner-centred educational experiences and offers practical guidance for educators and institutions seeking to incorporate gamification into their teaching strategies."]},{"key":"dc:title","label":"Title","values":["Using Gamification to enhance student engagement at a South African Private Higher Education Institution: A DBR approach"]}]}],"canonical_facts":{"dc:contributor.advisor":["Ng'ambi, Dickson"],"dc:creator":["Zulu, Remaketse Francis"],"dc:date.accessioned":["2026-07-09T09:00:28Z"],"dc:date.available":["2026-07-09T09:00:28Z"],"dc:date.issued":["2026"],"dc:description.abstract":["This study investigates the use of gamification as an instructional approach to boost student engagement in a Management Information Systems (MIS) course at a South African Private Higher Education Institution (PHEI). 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Quizalize, as the selected gamification tool, proved instrumental in transforming traditional learning experiences into dynamic, interactive environments that aligned with students' preferences and needs. The research culminated in a series of design principles emphasizing the need to align gamification with educational goals, achieve a harmonious blend of competition and collaboration, and sustain student engagement through varied content and immediate feedback mechanisms. While the study demonstrated the potential of gamification to address challenges related to student disengagement, it also highlighted limitations, including technical constraints and the need for equitable access to resources. 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