Exploring the impact of gamification on student engagement and involvement with e-learning systems

被引:77
|
作者
Bouchrika, Imed [1 ]
Harrati, Nouzha [1 ]
Wanick, Vanissa [2 ]
Wills, Gary [2 ]
机构
[1] Univ Souk Ahras, Fac Sci & Technol, Souk Ahras, Algeria
[2] Univ Southampton, Sch Elect & Comp Sci, Southampton, Hants, England
关键词
e-Learning; gamification; interactive learning environments; student engagement; MONETARY INCENTIVES; MOTIVATION; USABILITY; SIMULATION; CLASSROOM; DESIGN; GAMES;
D O I
10.1080/10494820.2019.1623267
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In this research paper, an empirical study is conducted to explore how gamification can firstly affect the student learning engagement and the interactivity level with e-learning technologies. Secondly, whether it can be considered as a driving thrust to support sustained learning. A question board is designed and implemented to enable students ask and answer questions related to their taught modules where academic staff can also contribute and validate the most correct answers. The acquisition of data is performed through a period of 10 months in order to investigate the gamification impact over time. The gamified platform was integrated with the online e-learning portal of a university where the adoption of e-learning is considered extremely poor. The obtained results have revealed that gamification can be considered as a valuable tool to entice users for the uptake of educational systems and increase their interactivity and engagement.
引用
收藏
页码:1244 / 1257
页数:14
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