EcoTacToe Digital Gamification In Education: A Cross-Sectional Study

  • Dr Azhan Rashid Senawi Faculty of Business & Management, Universiti Teknologi MARA, Selangor
  • Shariff Harun Faculty of Business & Management, Universiti Teknologi MARA, Selangor
  • Mohammad Zulfakhairi Mokhtar Faculty of Business & Management, Universiti Teknologi MARA, Selangor
  • Husna Husain Faculty of Human Sciences, Universiti Pendidikan Sultan Idris, Perak
  • Li Shuang Tourism Humanities, Heilongjiang Polytechnic
  • Nik Musri Erwan Eddy Nik Mustapha Ikhasas Sdn Bhd
Keywords: Digital Gamification, Econometrics Education, App-Based Learning, Higher Education, Malaysia, Technology Acceptance Model

Abstract

Econometrics is a discipline requiring considerable mathematical competence and sophisticated analytical ability, yet standard teaching approaches may not always provide the necessary engagement for effective learning. Digital gamification is a new instructional style that bridges this gap. This study explores students’ perceptions of EcoTacToe, a digital gamification application similar to the game of TicTacToe, designed to enhance Econometrics teaching in terms of competition and interaction. A quantitative cross-sectional methodology was employed to recruit 86 undergraduate students from a Malaysian public university. A systematic self-administered questionnaire measuring five dimensions: personal traits, acceptance, utility, enjoyment and user-friendliness was used to collect data. Reliability analyzes confirmed internal consistency for all constructs, with coefficients ranging from ? = .75 (Good) to ? = .93 (Excellent). Descriptive analyzes revealed predominantly positive appraisals across all variables, with enjoyment reaching the highest average, followed by simplicity of use and utility. Independent samples t-tests indicated no significant differences between male and female students on any dimension. The findings demonstrate that EcoTacToe is an effective blend of competitive gaming with the distribution of Econometrics material, and a practical addition to regular classroom education.

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Published
2026-09-14
How to Cite
Senawi, A. R., Harun, S., Mokhtar, M. Z., Husain, H., Shuang, L., & Nik Mustapha, N. M. E. E. (2026). EcoTacToe Digital Gamification In Education: A Cross-Sectional Study. Information Management and Business Review, 18(3(I), 31-36. https://doi.org/10.22610/imbr.v18i3(I).4883
Section
Research Paper