Abstract

Recently, gamification in education software development to improve student engagement and performance has become prevalent. Gamification is used to counter attrition and dropout issues in e-learning. A handful of methods are presented for the gamification of e-learning systems in the literature. However, the e-learning gamification methods proposed in the literature lacked consistency. The number and types of game elements used in the methods are varied. In addition, there is a lack of an engagement framework that can be used in applying game elements to e-learning systems. Therefore, this paper provides insights into gamification and how it is used in e-learning systems. Then, the study proposes and evaluates an engagement framework that can be used to guide developers on how to add game elements to e-learning to improve student engagement and performance. The framework consists of three components: game elements, learning activities, and engagement factors components. Two experts evaluate the engagement framework via a semi-structured interview. The evaluation results indicate that developers can efficiently and effectively use the framework to gamify e-learning systems for improved student engagement and performance.

Highlights

  • Student engagement plays an essential role in minimising student attrition and dropout rates

  • The proposed framework underwent a process of validation and evaluation to determine whether it could solve the issue of the lack of a standard for the gamification of e-learning systems

  • The findings of the evaluation of the framework indicate that the experts are satisfied with the components of the framework and the elements and learning activities provided

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Summary

Introduction

Student engagement plays an essential role in minimising student attrition and dropout rates. It represents one of the main challenges in teaching and learning, especially in online education or e-learning. Several studies have proposed the use of gamification to improve student engagement [2, 3]. Gamification adds game elements to e-learning systems to engage students and achieve the desired learning behaviours and outcomes [4, 5]. The researchers in the domain have proposed a wide array of gamification guidelines in different research areas. Gamification strategies proposed in education intends to improve student performance, student outcome, or student engagement. The strategy adds game elements to educational systems in an ad-hoc manner. The wide variety of e-learning tools utilised in education, such as Moodle, Adaptweb, etc., makes the gamification process vague and unclear to developers [7, 8]

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