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Gamification Elements in a Virtual Learning Environment (VLE): An Institutional Case Study
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Gamification Elements in a Virtual Learning Environment (VLE): An Institutional Case Study

André Pretorius (Stellenbosch University, South Africa)
Copyright: © 2024 | Pages: 18
DOI: 10.4018/IJTEE.359986

Abstract

This paper explores the role of gamification in online courses and demonstrates three applications of gamification in a virtual learning environment (VLE). The research evaluates the effect that these gamification tools can have on the student's perception of their learning, affective responses towards the course and motivation. Three different cases are demonstrated using experience points, badges, and the progress bar in Moodle. Finally, students' responses to these elements and future expansion of gamification in these courses are discussed. The value and contribution of these cases is that it demonstrates how to successfully implement these gamification elements and how to use it effectively within the VLE to promote learning, and advance motivation and participation. Students reported improvements in learning efficacy, motivation, affective perception and self-efficacy through the use of Moodle gamification elements. This research is original as the approach is novel within the institution and to the student body in general.
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Literature Review

Gamification

The motivation for people engaging in gaming activities can be harnessed to increase their effective participation in learning (Kiryakova et al., 2014; Massart, 2021). One can tap into that kind of engagement through gamification, i.e., applying game elements to non-game environments to encourage higher participation and motivation (Kaufmann, 2018). Gamification consists of various elements such as rewards, challenges, badges, experience points, and play activities that are integrated into the course. According to Kapp (2014), gamification is “using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems” (p. 23). It should not be confused with “game-based learning,” which focuses on presenting learning through play and games (Kapp, 2014). Games have some distinctive features that play a key role in gamification. For instance, the students become the game participants; outcomes are the key achievement reached by the participants; experience is measurable through a points system; an achievement level is reached as a reward through increased experience; visible rewards like badges are crucial for motivation; and ranking of users according to their achievements encourages increased effort (Kiryakova et al., 2014). Notwithstanding, these informal benefits that gamification might hold and the theoretical basis for its application in mainstream education must be supported by formal teaching practice. These are discussed in the next section.

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