Gamification in Art and Design Appreciation


  • Gladys Tagie College of Creative Art, Perak branch, Campus Seri Iskandar, Universiti Teknologi MARA
  • Hairulnisak Merman College of Creative Art, Perak branch, Campus Seri Iskandar, Universiti Teknologi MARA
  • Nurul Shima Taharuddin College of Creative Art, Perak branch, Campus Seri Iskandar, Universiti Teknologi MARA
  • Noor Aileen Ibrahim Academy of Language Studies, Perak branch, Campus Seri Iskandar, Universiti Teknologi MARA



Gamification, Quiz Whizzer, QR code, origami


Nowadays, teaching becomes a big challenge when facing a revolution of education 4.0 to 5.0. This research conducted on the subject VCS 105 (An appreciation of art and design history), a compulsory subject for the first semester Diploma of Creative art. When the pandemic Covid-19 hit the world, the teaching and learning also changed drastically from traditional method to Online based education. The biggest problem in teaching and learning in the new norm is to attract attention from students along with the rapid development of technology. Secondly is less feedback and responds from students. Thirdly, this subject requires deeply understanding, memorize history, facts, and characters of art globally throughout the ages. The revolution of the culture of learning and thinking is not just from the cultural and societal point of view, but also having a revolution on the culture of study in class from the conventional lecture-based method. Gamification proposed as an effective approach to gain a short-term attention span among students. The researcher used the Quiz Whizzer online application as a main pillar in this study. Quiz Whizzer is website-based applications as an online educational game that provide easy means in the learning process. Furthermore, Quiz Whizzer is a game-based learning platform, used as educational technology in educational institutions. The focus of this activity is the use in making interactive games, developing the social skills, and relationships among group members. This gamification creatively combines the technology of QR code and after that creating origami techniques to produce a paper airplane as a creative craft. At the same time students use their basic theory of principle and element of art into a product design skill and psychomotor. An indicator of success is obtained when more than 85% of participants can answer the question correctly. Then, the fastest group who can create an airplane craft reach the destination (planet earth) counted as the winner. Overall, the idea to combine Quiz whizzer with origami technique is a great tool for lecturer and students for three reasons which are easily differentiate reviews for your students, incorporate collaboration and teamwork into your classes and students can apply their knowledge into skills and practice.


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How to Cite

Tagie, G., Merman, H., Taharuddin, N. S., & Ibrahim, N. A. (2022). Gamification in Art and Design Appreciation. KUPAS SENI, 10, 93–103.

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