New strategies are needed to gain more students’ attention, engagement and interests in the MIS major. This paper, therefore, investigates the applications of two active learning approaches that are role-playing and gamification in an introductory MIS course from 2016 to 2019. The active learning approaches are conducted through student-led group assignments. The effectiveness of role-playing and gamification in terms of students’ perceived usefulness, engagement intention, and satisfaction are explored by a quantitative method, using an online questionnaire. This paper provides a comparison between two approaches and the guideline for effectively implementing them in a course from the students’ viewpoint. The study shows an example of student-led active learning activities, which reveals the opportunities for IS faculty to easily apply and research further. © © 2022 Inderscience Enterprises Ltd.
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