Abstract
This quasi-experimental study investigated the causal impact of gamified learning environments on student engagement and critical thinking skills within Malaysian higher education. A total of 120 undergraduate students from two comparable academic programs were assigned to either a gamified intervention group (n=60) or a traditional control group (n=60) over a 14-week semester. Student engagement was measured using a modified Utrecht Work Engagement Scale for Students (UWES-S), while critical thinking skills were assessed via the Cornell Critical Thinking Test, Level X. Pre-test and post-test data were collected and analyzed using Analysis of Covariance (ANCOVA). Results indicated a statistically significant improvement in both student engagement (F(1, 117) = 32.89, p < 0.001, ηp² = 0.219) and critical thinking skills (F(1, 117) = 25.12, p < 0.001, ηp² = 0.177) for students in the gamified learning environment compared to the control group. These findings suggest that strategically implemented gamification elements can serve as an effective pedagogical tool to foster deeper student involvement and enhance cognitive abilities crucial for academic and professional success in the Asia-Pacific region. The study contributes to the growing body of literature on educational technology and offers practical implications for curriculum design in higher education.