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Enhancing Supply Chain Education Through Analog Gamification: A Quasi-Experimental Study of Logispreneur 101

Saiful Azmir Kasdi, Irwan Ibrahim, Veera Pandiyan Kaliani Sundram, Shariff Harun and Ariff Azly Muhamed
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Saiful Azmir Kasdi: Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.
Irwan Ibrahim: Malaysia Institute of Transport, University Technology MARA, Malaysia. Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.
Veera Pandiyan Kaliani Sundram: Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.
Shariff Harun: Faculty of Accountancy, University Technology MARA, Cawangan Melaka, Kampus Alor Gajah, Melaka, Malaysia
Ariff Azly Muhamed: Department of Technology and Supply Chain Management Studies, Faculty of Business and Management, UiTM Puncak Alam, Selangor, Malaysia.

International Journal of Research and Innovation in Social Science, 2025, vol. 9, issue 6, 1745-1758

Abstract: Gamification has gained traction as a transformative strategy in higher education, particularly in enhancing engagement and learning within complex disciplines like Supply Chain Management (SCM). This study investigates the educational effectiveness of Logispreneur 101, a STEM-aligned board game designed to simulate real-world SCM scenarios. Anchored in Self-Determination Theory and Flow Theory, the research evaluates how game mechanics; collaboration, competition, and decision-making; affect student satisfaction, with perceived learning effectiveness acting as a mediating variable. Employing a quasi-experimental design, 150 undergraduate students from University Technology MARA participated in four supervised gameplay sessions. Quantitative data collected via pre- and post-test surveys were analysed using paired t-tests, correlation, regression, and mediation analysis. Results demonstrated a significant increase in student satisfaction post-gameplay (p

Date: 2025
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