Gamification as an Engagement Tool in E-Learning Websites

Author:

Rebelo Sofia1,Isaías Pedro2ORCID

Affiliation:

1. Novabase

2. UNSW - Sydney

Abstract

Aim/Purpose: As e-Learning becomes increasingly pervasive, students’ engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement. Background: Gamification is often depicted as a significant instrument to drive engagement, behavior change, and loyalty, which can be of great significance to online learning. This paper aims to examine the relationship between the application of gamification tools and the level of engagement in e-Learning websites. Methodology: This research used two methods: the analysis of e-Learning websites and an online survey with a convenience and purposive sample of e-Learning and/or gamification experts. Contribution: This paper adds to the existing body of research by placing and emphasis on and examining the positive role of gamification as an engagement instrument with valuable potential for e-Learning. Findings: The results showed that the majority of the selected e-Learning websites use gamification and engagement elements and that the tools that are more commonly used were deemed as the most effective, by the experts. It became equally evident that the deployment of a larger number of gamification and engagement elements have positive repercussions in the enhancement of engagement, which can have constructive ramifications for the effectiveness of e-Learning. Recommendations for Practitioners: From a practitioner’s viewpoint the findings can assist both learning designers and teachers in the creation of gamification strategies to enhance students’ engagement. As a central challenge of e-Learning courses, engagement requires a multifaceted approach to be addressed effectively and knowing the strategies that have positive outcomes is a step forward in ensuring that the students can enroll in online courses and not be compromised with respect to their engagement. Finally, the lack of engagement can have serious repercussions not only on the learning experience of the students, but also on their actual academic performance. Hence, it is important to guide educators towards good design practices that can maximize engagement in these settings. Recommendation for Researchers: From a research perspective, these findings add to a growing body of studies that focus on the benefits of gamification by highlighting its positive repercussions on engagement and identifying which elements are more effective. In addition, the use of different sources of data provided a wider illustration of what is currently the use of gamification elements by functioning e-Learning websites and how those who apply them in practice in their courses perceive these elements. Future Research: Future research endeavours can focus on exploring students’ perceptions of gamification and how it influences their leaning performance.

Publisher

Informing Science Institute

Subject

Education,General Computer Science

Cited by 7 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3