Exploring the impact of gamification on student engagement and involvement with e-learning systems
Exploring the impact of gamification on student engagement and involvement with e-learning systems
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In this research paper, an empirical study is conducted to explore how gamification can firstly affect the student learning engagement and the interactivity level with e-learning technologies. Secondly, whether it can be considered as a driving thrust to support sustained learning. A question board is designed and implemented to enable students ask and answer questions related to their taught modules where academic staff can also contribute and validate the most correct answers. The acquisition of data is performed through a period of 10 months in order to investigate the gamification impact over time. The gamified platform was integrated with the online e-learning portal of a university where the adoption of e-learning is considered extremely poor. The obtained results have revealed that gamification can be considered as a valuable tool to entice users for the uptake of educational systems and increase their interactivity and engagement.
e-Learning, gamification, interactive learning environments, student engagement
Bouchrika, Imed
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Harrati, Nouzha
71702328-cf4a-4f88-bad9-95e2faa1fa97
Wanick Vieira, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Wills, Gary
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Bouchrika, Imed
240fa05b-aed2-400a-a683-b4c0d20f2f68
Harrati, Nouzha
71702328-cf4a-4f88-bad9-95e2faa1fa97
Wanick Vieira, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
Bouchrika, Imed, Harrati, Nouzha, Wanick Vieira, Vanissa and Wills, Gary
(2019)
Exploring the impact of gamification on student engagement and involvement with e-learning systems.
Interactive Learning Environments.
(doi:10.1080/10494820.2019.1623267).
Abstract
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In this research paper, an empirical study is conducted to explore how gamification can firstly affect the student learning engagement and the interactivity level with e-learning technologies. Secondly, whether it can be considered as a driving thrust to support sustained learning. A question board is designed and implemented to enable students ask and answer questions related to their taught modules where academic staff can also contribute and validate the most correct answers. The acquisition of data is performed through a period of 10 months in order to investigate the gamification impact over time. The gamified platform was integrated with the online e-learning portal of a university where the adoption of e-learning is considered extremely poor. The obtained results have revealed that gamification can be considered as a valuable tool to entice users for the uptake of educational systems and increase their interactivity and engagement.
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preprint
- Author's Original
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Wills Jul 2019
- Accepted Manuscript
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Accepted/In Press date: 21 May 2019
e-pub ahead of print date: 7 June 2019
Keywords:
e-Learning, gamification, interactive learning environments, student engagement
Identifiers
Local EPrints ID: 432025
URI: http://eprints.soton.ac.uk/id/eprint/432025
ISSN: 1049-4820
PURE UUID: bebd795b-fd7e-4b7f-a199-4dc227d34bf1
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Date deposited: 26 Jun 2019 16:30
Last modified: 21 Nov 2024 05:03
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Author:
Imed Bouchrika
Author:
Nouzha Harrati
Author:
Gary Wills
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