The Effectiveness of Gamification Using the BuildSmart Mastermind Application Among Diploma in Quantity Surveying Students in Malaysian Polytechnics

Authors

  • Muhammad Sukri Abdul Hamid
  • Azirah Adnan
  • Khairul Anuar Abdul Manap

Abstract

Abstract: This study aims to evaluate the effectiveness of the BuildSmart Mastermind application in enhancing students’ knowledge in the field of Quantity Surveying. Although gamification has gained growing attention in educational research, its effectiveness within Quantity Surveying programmes in Malaysian Polytechnics remains underexplored in supporting the conceptual mastery of quantity measurement. A quantitative approach was employed involving 140 students from Politeknik Sultan Azlan Shah, Politeknik Sultan Abdul Halim Muadzam Shah, Politeknik Kota Bharu, and Politeknik Kota Kinabalu. The research instrument consisted of a self-developed questionnaire using a five-point Likert scale that included demographic information and items aligned with the study objectives. The data were analysed descriptively, with mean scores used to determine the effectiveness level of the gamification application. The findings show that all evaluated elements fall within the high category, with a mean score of 4.514, indicating that BuildSmart Mastermind supports flexible revision, strengthens understanding of quantity measurement concepts, and enhances student engagement. Overall, this study provides empirical evidence that strengthens the pedagogical value of gamification in technical and vocational education, highlighting its potential to improve learning effectiveness and to support technology-driven instructional strategies that prioritise engagement, autonomy, and deeper conceptual understanding.

 

Keywords:  Gamification, Quantity Surveying, Malaysian Polytechnics

 

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Published

2026-04-30

Issue

Section

Engineering (Civil, Electrical,Mechanical)