Gamifying Thesis Journey: A Study of Malaysian and Indonesian Postgraduate Research Students’ Experiences with a Self-Gamified System

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Zamzami Zainuddin, Madziatul Churiyah, Norharyanti Mohsin, Andi Basuki, Buyung Adi Dharma

2025 Sustainable Development Goals Series Vol. Part F693 Book chapter Cited by 0 Quartile

Abstract

This study investigated the experiences of a self-gamified system in motivating postgraduate research students to complete their theses at a university in Malaysia and Indonesia during the COVID-19 pandemic. Qualitative interviews were accomplished with a group of postgraduate research students (n = 8) who had employed the self-gamified system (i.e., Habitica—Gamify Your Life) during their thesis-writing process for one academic semester. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.

Affiliations

Flinders University, Adelaide, SA, Australia; Universitas Negeri Malang, Malang, Indonesia; Universiti Malaya, Kuala Lumpur, Malaysia