e-Learning Ecologies MOOC’s Updates

Gamification

Gamification

Gamification is termed as a phenomenon integrating gaming and non-gaming elements. Gamification has created a new learning culture that combines serious learning and interactive entertainment for improving students’ performance and interests in learning. Many gamified components, including levels, badges, challenges, feedback, points, and rewards, are used in e-learning. Gamification is a powerful tool for engaging students in different learning activities. Over the past few years, many researchers turned their attention to gamification and considered it a critical tool for improving students’ motivation. Gamification is essential for maintaining student motivation, has positive intrinsic and extrinsic motivation.

Several gamification components can be used to increase learner engagement. For example: timing, competition, goals, reward, level up, progress, and leader.

Fig1 [1]: Gamification Components

In my study[2], a personalized gamified recommender system (RS) was developed to help secondary-school students learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. The results showed that the personalized gamified recommender system positively affected the students’ performance in the experimental group and enhanced their motivation toward learning computer programming.

One example of gamification that used to motivate students is Kahoot, which is a free game-based learning platform that bring engagement and fun. Kahoot changed 
the assessment from quick checks to tracking learning progress over time. Kahoot creates more impactful virtual interactive lessons, while increasing friendly competition and connecting students even if they are not in school.

Kahoot website: https://kahoot.com/schools/kahoot-edu/

References:

[1] https://harbingerlearning.com/blog/how-to-build-a-gamification-strategy-an-expert-view/

[2] Laila Al-Malki & Maram Meccawy (2022) Investigating Students’ Performance and Motivation in Computer Programming through a Gamified Recommender System, Computers in the Schools, 39:2, 137-162, DOI: 10.1080/07380569.2022.2071229

  • Mrs. Kholoud alzhrani