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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Board-Game-Based Gamification Improves Engagement in
Petroleum Refining Engineering Course
Mohd Fadhil Majnis
*
Faculty of Chemical Engineering, Universiti Teknologi MARA (UiTM), 40450 Shah Alam, Selangor,
Malaysia
DOI: https://dx.doi.org/10.47772/IJRISS.2025.924ILEIID0051
Received: 23 September 2025; Accepted: 30 September 2025; Published: 30 October 2025
ABSTRACT
Final-semester Petroleum Refining Engineering courses in the Oil and Gas Engineering program require
sustained motivation to integrate complex and interdependent topics. This study investigates whether
incorporating well-designed gamification can mitigate the course’s primary challenge by enhancing student
engagement and interest, while facilitating their understanding and retention of key concepts. During the
gamified sessions, a domain-specific board game for petroleum refining was utilized to enable team navigation
through the session for two groups of a total of 52 final semester students. Outcomes were measured using exit
surveys that employed a Likert scale. The outcomes showed uniformly positive perceptions across learning,
organization, teamwork, instructor support, and coverage, with top-two (45) ratings of ~92100% for Q1
Q11; workload was judged manageable (Q14 top-two = 88.5%), while difficulty displayed a wider spread
(Q13), indicating productive challenge. These findings suggest that gamification is most effective as a
motivational, application-oriented complement rather than a replacement for direct instruction. We recommend
a blended approach: concise, well-scaffolded lectures to establish fundamentals, followed by targeted game-
based activities to let students practice making decisions across the whole refinery process. Future work should
pair satisfaction data with direct learning measures to tune game mechanics to challenging mechanisms and
maximize learning gains.
Keywords: Gamification; STEAM; Board Game; Blended Learning; Engineering Education
INTRODUCTION
Gamification in engineering education is the deliberate integration of game elements into non-game
coursework to increase motivation, engagement, and purposeful practice without reducing rigour. It is most
effective when those elements are aligned with learning outcomes and used to complement clear instruction
rather than replace it. Prior studies show that gamification has real benefits, but also clear limits. In a five-year
project across two Spanish universities, Suárez-López and colleagues used board games as gamified activities
in thermal-engineering courses. Students rated participation, teamwork, and organization highly, yet many felt
core concepts were learned better in traditional lectures, and outcomes did not differ significantly by degree
program or class size (Suárez-López et al., 2023). In two Universitat Politècnica de València engineering
courses, the blended design (videos, interactive slides, synchronous lectures, virtual labs) paired with Kahoot
quizzes raised attention and participation, with students reporting the activity as fun and showing improved
scores after the lesson (Bracho et al., 2022). They conclude that gamification helps identify weaknesses, tailor
live sessions, and enhance the teachinglearning process, while noting small sample size as a limitation and
proposing continued use in future iterations.
Final-semester Petroleum Refining Engineering (PRE) demands that students integrate complex and
interdependent topics, including crude characterization, distillation sequencing, catalytic conversion, hydrogen
management, product quality, and energy emissions trade-offs, yet courses at this stage often struggle to
sustain motivation and active engagement. In engineering education broadly, gamification (the use of game
elements in non-game contexts) and board-game formats are reported to raise engagement, collaboration, and
perceived value (Cafagna et al., 2019; Jun & Lucas, 2025; Riquelme et al., 2024). However, direct evidence
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
tailored to petroleum refining remains sparse, indicating a need for domain-specific adaptations that reflect
petroleum refinery decision-making.
This study evaluates whether a domain-specific gamification intervention can address the course’s primary
challenge by increasing student engagement and interest while supporting the understanding and retention of
key concepts. Two groups of final-semester students (total n = 52) completed structured sessions using a
petroleum-refining board game to guide team-based navigation of refinery scenarios. Outcomes were gathered
through exit surveys and analyzed using a Likert scale.
Methodology
This classroom intervention was conducted in Semester 20252, teaching two groups of Semester 8, final-year
Oil and Gas Engineering undergraduate students. CEEH2438A (n = 27) and CEEH2438B (n = 25) met for a
90-minute session in a classroom configured for 5 to 6 teams (4 to 5 students each). Students had completed
relevant topics in the previous term.The gamified tool was a refinery-themed board game designed in Canva
(Figure 1), featuring a linear track with START/END tiles, colour-coded challenge squares, and team avatars.
The question bank was aligned to the course outcomes and covered core topics: crude characterization,
distillation, hydrocracking, hydrogen management, product quality, and energyemissions trade-offs.
Figure 1 Refinery-themed board game designed in Canva
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
In each session, students formed five to six teams and chose a figurine as their marker. Teams moved by rolling
a dice: landing on a red square prompted a multiple-choice question (answer correctly to roll again), while a
black square prompted a short essay question (correct answers also earned an extra roll). Wrong answers meant
the team stayed put until its next turn. To keep everyone involved, each turn also used the dice to randomize
which team asked the following question. Instructors paced the game, checked answers, and tracked progress;
the first team to reach the END won. Every session closed with a brief debrief that tied the questions and in-
game choices back to petroleum refining engineering concepts and topics.
The exit survey comprised eight sections aligned to standard teaching-evaluation dimensions: Learning Value
(Q1Q3), Enthusiasm (Q4), Organization (Q5Q6), Group Interaction (Q7), Individual Rapport (Q8Q9),
Breadth of Coverage (Q10Q11), Supplementary Materials (Q12), and Workload/Difficulty (Q13Q14). The
exit survey used the Likert scale (1 to 5) to measure student perceptions of learning value, method
effectiveness, engagement, organization, instructor support, teamwork, coverage, and workload/difficulty.
RESULTS AND DISCUSSION
Learning Value and Enthusiasm
Figure 2 shows uniformly positive ratings for the board-game session across learning value and enthusiasm.
Q1 (understanding the subject) recorded 78.8% 5” and 15.4% 4” (top-2 = 94.2%), followed by Q2
(effectiveness as a learning method) with 82.7% “5” and 11.5% 4” (top-2 = 94.2%), Q3 (learn more than
traditional classes) with 71.2% 5” and 23.1% “4” (top-2 = 94.3%, 5.8% neutral, no negative ratings), and Q4
(participation satisfaction) with 86.5% 5” and 13.5% “4” (top-2 = 100%). Interpreted on the Likert scale,
these distributions indicate the board game most strongly elevated enthusiasm (Q4) and perceived instructional
value (Q2), while also supporting conceptual understanding (Q1); the slightly lower share of “5” on Q3
suggests students view gamification as a complement rather than a substitute for lectures, yet the high top 2
proportions still evidence added learning value. Overall, the survey results support a blended model, concise,
well-scaffolded explanations to anchor core mechanisms, followed by targeted gameplay to apply them under
realistic constraints.
Figure 2 Responses on aspects of learning value and enthusiasm (values in percentage)
Organization and Group Interaction
Figure 3 shows that students felt the board game was straightforward, easy to run, and good for learning
together: Q7 (teamwork) had 98.1% in the top two Likert options (45), Q6 (materials easy to find) had 98.0%,
and Q5 (activity clear from the start) had 92.3%. This result suggests that the game’s cooperative setup, shared
goals, turn-taking, and visible progress lowered friction and gave students a structured space to explain ideas to
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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one another. The small remainder (about 7.7% on Q5 and 1.9% on Q6Q7) points to minor start-up confusion;
a one-page quick-start, a 60-second demo round, and role cards would likely smooth the opening. Overall, a
well-scaffolded board-game session not only boosts motivation but also supports clear organization and strong
group interaction. It is ideal for a blended approach where a short pre-brief leads into targeted gameplay.
Figure 3 Responses on aspects of organization and group interaction (values in percentage)
Individual Rapport and Breadth of Coverage
Students strongly endorsed the board-game session for both motivation and lecturer support on the 5-point
Likert scale (Figure 4): interest (Q8) drew 82.7% “5” and 15.4% “4” (top-2 = 98.1%); instructor helpfulness
(Q9) had 84.6% “5” and 13.5% “4” (top-2 = 98.1%); valuing student initiative (Q10) reached 88.5% 5” and
7.7% “4” (top-2 = 96.2%); and additional knowledge (Q11) peaked at 90.4% “5” (top-2 90%). This pattern
aligns with the purpose of board-game gamification. To set clear goals, provide immediate feedback, and
facilitate role-based collaboration, while transitioning the instructor into a facilitator who prompts questions
and supports agency. A small tail of low ratings (≈26%) suggests that some students would benefit from
additional support, such as quick check-ins, optional hint cards, or targeted facilitator passes. Overall, the
board-game format not only heightens interest but also strengthens instructorstudent rapport and supports
knowledge gain, confirming its value as a motivational, application-focused complement to direct instruction.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Figure 4 Responses on aspects of individual rapport and breadth of coverage (values in percentage)
Supplementary Materials and Workload/Difficulty
Students felt well supported and not overburdened. On the 5-point Likert scale (Figure 5), class
notes/explanations were rated as very helpful (Q12: 84.6% “5”, 13.5% “4”; top-2 = 98.1%), and the workload
was seen as reasonable (Q14: 63.5% “5”, 25.0% “4”; top-2 = 88.5%). Difficulty showed more spread (Q13:
44.2% “5”, 23.1% “4”, 21.2% “3”, 7.7% 2”, 3.8% “1”), suggesting the board-game tasks were challenging
but still doable. What you want from gamification is a mix of quick multiple-choice checks and short,
explanation-based prompts. To keep everyone in that productive challenge” zone, minor tweaks like a brief
pre-brief, phased rounds, or optional hint/advanced cards could smooth the experience for the few who found it
more challenging, while preserving the engagement benefits of the board game.
Self-reported surveys in this study capture perceptions, not demonstrated learning, and can be inflated by
enjoyment, social desirability, or gratitude. Because the study was conducted in one course at a single
institution, cohort culture and instructor effects limit generalizability. Ceiling effects on the Likert scale reduce
sensitivity to differences, and a novelty boost from the new board game may temporarily raise enthusiasm.
Future work should add objective measures (pre/post concept tests, graded tasks, delayed retention), use more
discriminating scales, include comparison conditions, and replicate across sites and instructors.
Figure 5 Responses on aspects of supplementary materials and workload/difficulty (values in percentage)
CONCLUSION
This study shows that a domain-specific board game can usefully boost engagement in a final-semester
Petroleum Refining Engineering course. Students reported very high ratings for enthusiasm, perceived
effectiveness, understanding, teamwork, and instructor support, while also judging the workload manageable
and the difficulty at a productive level. In practice, the game works best as a complement to short, well-
scaffolded lectures, turning core ideas into flowsheet-level decisions through cooperative play and fast
feedback. Minor start-up hiccups noted by a few students can be eased with a one-page quick-start, a brief
demo round, and clear role cards. Since our results come mainly from self-reported surveys in one course and
show some ceiling effects, future runs should add objective checks such as concept quizzes, performance
rubrics, and delayed tests, to confirm lasting learning gains and refine the game mechanics for the most
complex topics.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
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ACKNOWLEDGEMENTS
The author thanks the Semester 20252 students of Petroleum Refining Engineering (CEEH2438A and
CEEH2438B) at UiTM for their enthusiastic participation and thoughtful feedback. Appreciation is also
extended to the Faculty of Chemical Engineering for support in providing classroom resources.
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