A comparative analysis of gamified educational applications for enhancing classroom engagement

Authors

  • Nur Azwa Humaira Mohd Norazizi SMK Seri Sepang, Jln BBST, Bandar Baru Salak Tinggi, 43900 Sepang, Selangor.
  • Muhammad Haziq Rahman Shafawi Kolej PERMATA Insan, Universiti Sains Islam Malaysia, Bandar Baru Nilai, 71800 Nilai, Negeri Sembilan, Malaysia
  • Siti Munirah Mohd Kolej PERMATA Insan, Universiti Sains Islam Malaysia, Bandar Baru Nilai, 71800 Nilai, Negeri Sembilan, Malaysia
  • Nurhidaya Mohamad Jan Kolej PERMATA Insan, Universiti Sains Islam Malaysia, Bandar Baru Nilai, 71800 Nilai, Negeri Sembilan, Malaysia
  • Shafinah Kamarudin Kolej PERMATA Insan, Universiti Sains Islam Malaysia, Bandar Baru Nilai, 71800 Nilai, Negeri Sembilan, Malaysia
  • Fadzidah Mohd Idris Kolej PERMATA Insan, Universiti Sains Islam Malaysia, Bandar Baru Nilai, 71800 Nilai, Negeri Sembilan, Malaysia
  • Hatika Kaco Kolej PERMATA Insan, Universiti Sains Islam Malaysia, Bandar Baru Nilai, 71800 Nilai, Negeri Sembilan, Malaysia
  • Amelia Natasya Abdul Wahab Center for Cyber Security, Faculty of Information Science & Technology, Universiti Kebangsaan Malaysia, 43600 UKM, Bangi Selangor, Malaysia
  • Nur Shamim Hamzah Pusat PERMATA@Pintar Negara, Universiti Kebangsaan Malaysia, 43600 Bandar Baru Bangi, Selangor
  • Engku Nor Hamidah Engku Abdul Rahman SMK Seri Sepang, Jln BBST, Bandar Baru Salak Tinggi, 43900 Sepang, Selangor.

Keywords:

educational mobile apps, mobile learning, educational technology, digital educational tools, app-based learning

Abstract

In the era of Education 4.0, transitioning to Education 5.0, the use of gamified educational applications has become increasingly popular to enhance student engagement, motivation, and learning outcomes. Traditional teaching methods are now often supplemented with digital tools that turn passive learning into interactive experiences. This study was designed to analyze and compare 44 educational applications commonly used in classroom settings, with a focus on their gamification features, usability, and educational impact. The objective of this study is to help educators select the most effective tools to enhance student engagement and support meaningful learning experiences. The study employed a qualitative descriptive review of each application, focusing on its features, functions, and significance in teaching and learning. The findings indicated that many applications effectively incorporated gamification elements such as points, leaderboards, challenges, and real-time feedback to boost student motivation and engagement. Others emphasized features that support creativity, collaboration, and classroom management, offering diverse approaches to enhance the teaching and learning experience. The comparison also highlighted the importance of features like offline access, cross-platform compatibility, and reporting tools for tracking student progress. While most applications offer basic functionalities for free, many require paid subscriptions to access advanced features. This study provides practical insights for educators, equipping them with the knowledge to align technology use with pedagogical goals and student needs. By understanding the distinct features and strengths of each tool, educators can create learning environments that support 21st-century skills, active learning, and a positive classroom culture across various educational settings.

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Published

2025-08-29

How to Cite

Mohd Norazizi, N. A. H., Rahman Shafawi, M. H., Mohd, S. M., Mohamad Jan, N., Kamarudin, S., Mohd Idris, F., … Engku Abdul Rahman, E. N. H. (2025). A comparative analysis of gamified educational applications for enhancing classroom engagement. Journal of Islamic, Social, Economics and Development, 10(75), 16–25. Retrieved from https://academicinspired.com/jised/article/view/3232