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Gamification in e-learning

Gamification in e-learning This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and motivation in learning.Design/methodology/approachTo investigate student satisfaction and engagement with an e-learning course, here an Information Literacy Skills course, the authors collected data from 104 undergraduate students enrolled on the course in Thailand. In addition, the authors used student interaction data obtained from Moodle to examine whether there were any differences in the frequency of online interaction with the course between the students who performed at an above-average level and those who were below average.FindingsThe findings indicated that the students were highly satisfied with the gamification tools in Moodle and they were engaged in the gamified e-learning course. The authors found a significant difference in the frequency of online interaction with the course between the group who performed at an above-average level and the group who were below average.Practical implicationsThe findings have important implications for the development of gamification in e-learning.Originality/valueThis paper fulfills an identified need to study how gamification idea can be implemented in e-learning. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Interactive Technology and Smart Education Emerald Publishing

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References (27)

Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
1741-5659
DOI
10.1108/itse-06-2019-0030
Publisher site
See Article on Publisher Site

Abstract

This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and motivation in learning.Design/methodology/approachTo investigate student satisfaction and engagement with an e-learning course, here an Information Literacy Skills course, the authors collected data from 104 undergraduate students enrolled on the course in Thailand. In addition, the authors used student interaction data obtained from Moodle to examine whether there were any differences in the frequency of online interaction with the course between the students who performed at an above-average level and those who were below average.FindingsThe findings indicated that the students were highly satisfied with the gamification tools in Moodle and they were engaged in the gamified e-learning course. The authors found a significant difference in the frequency of online interaction with the course between the group who performed at an above-average level and the group who were below average.Practical implicationsThe findings have important implications for the development of gamification in e-learning.Originality/valueThis paper fulfills an identified need to study how gamification idea can be implemented in e-learning.

Journal

Interactive Technology and Smart EducationEmerald Publishing

Published: Feb 28, 2020

Keywords: Higher education; E-Learning; Learning methods; Gamification; Engagement; Satisfaction; Online interaction; Moodle

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