Abstract
Gamification is the integration of game mechanics in non-gaming contexts, such as education, to enhance motivation and engagement. This study aimed to evaluate the usability of a gamification-based Moodle learning management system (LMS) by having 48 computer science students aged between 15 and 24 years perform tasks and provide feedback on the System Usability Scale (SUS). 29 participants provided feedback, with 18 having prior LMS experience and 11 reporting no prior experience. An Independent Samples T-Test determined that there was no significant difference in System Usability Scale scores between male and female groups or between experienced and non-experienced groups. This suggests that gender and prior experience with an LMS do not affect the perceived usability of a gamification-based Moodle LMS.
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