Abstract
This paper proposes a gamification design model that can be used to design and develop gamified e-learning systems. Furthermore, a controlled and carefully designed experimental evaluation in terms of learning effectiveness of gamification is offered. The experiment was conducted with 44 participants randomly assigned to an experimental ‘gamified’ condition and a controlled ‘non-gamified’ condition. In both conditions the same learning material, to teach computer security, were used. The main difference between the two conditions was the integration of gamification in an e-learning system designed based on the proposed model. The results indicate that learning using the gamified version of the e-learning system produces better short-term and medium-term learning gain than learning using the non-gamified e-learning version. Future avenues of research are also provided.
Highlights
Learning is a complex issue that can be influenced by different factors including learner characteristics, learning content, learning environment and teaching style
Regarding the pre-test results, an independent sample t-test was conducted to compare the group who interacted with the gamified version of the e-learning system and the non-gamified version
Reporting on the post-test results, there was a statistically significant difference in the scores for the gamified group (M=82.73, SD=9.83) and the non-gamified group (M=63, SD=14.3); t(37)=-5.32, p=0.000, according to an independent sample t-test. These results suggest that participants who used the gamified e-learning system achieved better learning gain than those in the non-gamified version
Summary
Learning is a complex issue that can be influenced by different factors including learner characteristics, learning content, learning environment and teaching style. E-learning systems provide the ability for learners to learn anytime, anywhere and offer different interactivity levels that may not well be supported by traditional learning approaches. Learning content can be incorporated in e-learning systems with different types such as examples, simulations, problem-solving tasks and explanations. These types can be offered in different multimedia formats including written and spoken material in addition to videos and games. The term „gamification‟ was firstly introduced in the scientific community in 2010 [3] Since it is still widely adopted by researchers in different research domains and areas including learning, business and health [4]. Gamification can be defined as the use of game elements, thinking and mechanisms in a non-game context [3]
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