Abstract

Purpose: The main objective of this study was to examine the effectiveness of gamification in online learning.
 Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library.
 Findings: The findings revealed that there exists a contextual and methodological gap relating to the effectiveness of gamification in online learning. Preliminary empirical review revealed that gamification significantly enhances online student engagement, motivation, and learning outcomes. It emphasized the importance of carefully integrating gamification elements aligned with course objectives and tailoring strategies to meet diverse learner preferences for maximum impact in the online learning environment.
 Unique Contribution to Theory, Practice and Policy: The Self-Determination Theory (SDT), Flow Theory and the Cognitive Load Theory may be used to anchor future studies on gamification and online learning. Based on the study on the effectiveness of gamification in online learning, several key recommendations can be made. First, educators and instructional designers should thoughtfully incorporate gamification elements into online courses, ensuring alignment with learning objectives. Clear instructions and timely feedback within gamified components are crucial for student engagement. Customization of gamification to cater to diverse learner preferences and characteristics is recommended, with options for students to choose their level of engagement. Lastly, institutions and instructors should regularly evaluate and iterate on gamification strategies to ensure their continued effectiveness and alignment with evolving online learning needs, treating gamification as a dynamic tool for enhancing online engagement and learning outcomes.

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