@inbook{3ad0740662f04a79a6752a523d5d1e1a,
title = "Gamifying Thesis Journey: A Study of Malaysian and Indonesian Postgraduate Research Students{\textquoteright} Experiences with a Self-Gamified System",
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.",
keywords = "higher education, Malaysian Postgraduate Research, Indonesian Postgraduate Research",
author = "Zamzami Zainuddin and Madziatul Churiyah and Norharyanti Mohsin and Andi Basuki and Dharma, {Buyung Adi}",
year = "2025",
doi = "10.1007/978-981-96-4971-6_8",
language = "English",
isbn = "978-981-96-4970-9",
series = "Sustainable Development Goals Series",
publisher = "Springer Singapore",
pages = "95--103",
editor = "Zamzami Zainuddin and Bambang Sumintono and Perera, { Corinne Jacqueline }",
booktitle = "Resilient and Sustainable Education Futures",
}