EcoTacToe Digital Gamification In Education: A Cross-Sectional Study
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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Copyright (c) 2026 Azhan Rashid Senawi, Shariff Harun, Mohammad Zulfakhairi Mokhtar, Husna Husain, Li Shuang, Nik Musri Erwan Eddy Nik Mustapha

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