Back to Search Start Over

Investigating the impact of gamification components on online learners’ engagement

Authors :
Chen Meng
Mengyuan Zhao
Zilong Pan
Qianqian Pan
Curtis J. Bonk
Source :
Smart Learning Environments, Vol 11, Iss 1, Pp 1-28 (2024)
Publication Year :
2024
Publisher :
SpringerOpen, 2024.

Abstract

Abstract As online learning and teaching are becoming an educational trend, online students’ engagement will directly impact the learning and teaching effects and outcomes. A scientific application of gamification in online learning, teaching, and online course design will improve online learners’ learning experience and help build a better virtual learning context for online learners worldwide. This study focuses on how gamification can engage online students from skills, emotional, participation, and performance perspectives. The gamification components investigated in this study are Points (also called Anar Seeds in the context of this study) and Badges, the most widely used components in gamification design in education, and online instructors have primarily used them to motivate students’ learning and acknowledge their achievements by timely rewarding specific learning behavior or performance. A mixed method has been applied to explore further the relationships between gamification components and online students’ engagement and how online students perceive the impacts of gamification on their online learning experience. The findings show a significant correlation between Points and online students’ skills, emotional, participation, and performance engagement, while it exists only between Badges and online students’ participation engagement. The findings also reveal mixed perceptions of online students towards gamification. Study limitations regarding lack of age criterion, limited measurement indicators, and oversimplification of survey responses have also been discussed. It is suggested that future research can be conducted from either the instructors’ or the gamification designers’ perspectives to determine any other factors that might contribute to the implementation of gamification in the online learning context.

Details

Language :
English
ISSN :
21967091
Volume :
11
Issue :
1
Database :
Directory of Open Access Journals
Journal :
Smart Learning Environments
Publication Type :
Academic Journal
Accession number :
edsdoj.3a9fae8cd99b4f2b8f2d6a8450db4c4a
Document Type :
article
Full Text :
https://doi.org/10.1186/s40561-024-00336-3