Cited by 116Educational Games and GamificationOnline Learning and AnalyticsEducational Technology and E-Learning

Gamification in e-learning: a MOodle implementation and its effect on student engagement and performance

Poondej, Chanut, Lerdpornkulrat, Thanita·2019·Interactive Technology and Smart Education

Abstract

Purpose: This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and motivation in learning. Design/methodology/approach: To investigate student satisfaction and engagement with an e-learning course, here an Information Literacy Skills course, the authors collected data from 104 undergraduate students enrolled on the course in Thailand. In addition, the authors used student interaction data obtained from Moodle to examine whether there were any differences in the frequency of online interaction with the course between the students who performed at an above-average level and those who were below average. Findings: The findings indicated that the students were highly satisfied with the gamification tools in Moodle and they were engaged in the gamified e-learning course. The authors found a significant difference in the frequency of online interaction with the course between the group who performed at an above-average level and the group who were below average. Practical implications: The findings have important implications for the development of gamification in e-learning. Originality/value: This paper fulfills an identified need to study how gamification idea can be implemented in e-learning.

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Registry

Crossref · 10.1108/itse-06-2019-0030

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1 of 1 references verified0 citation errors · 0 not checkable

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Cited by

Authors
Poondej, C., & Lerdpornkulrat, T.
Affiliations
Srinakharinwirot University (TH)
Venue
Interactive Technology and Smart Education
Publisher
Emerald
Published
2019-09-19
Volume
17
Issue
1
Pages
56-66
ISSN
1741-5659 (ISSN-L)
OpenAlex
W2983150542
Cited by
116
References
1
Citations by year
2026: 9 · 2025: 26 · 2024: 20 · 2023: 26 · 2022: 23 · 2021: 10 · 2020: 2
FWCI
14.89
Type
journal article
Language
en
Open access
closed
Locations
Interactive Technology and Smart Education (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
  • Physical Sciences › Computer Science › Information Systems › Educational Technology and E-Learning
Keywords
gamification, online learning, Moodle, student engagement, student motivation, student satisfaction, online interaction, information literacy skills, undergraduate students

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