Gamification Elements in a Virtual Learning Environment (VLE)

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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Publication Details

Journal
International Journal of Technology-Enhanced Education
Published
2024-10-31
DOI
https://doi.org/10.4018/ijtee.359986
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamification Elements in a Virtual Learning Environment (VLE)

André Pretorius
International Journal of Technology-Enhanced Education
Educational Games and Gamification
article

Gamification Elements in a Virtual Learning Environment (VLE)

André Pretorius
article en

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.

International Journal of Technology-Enhanced EducationVol. 3(1)
Stellenbosch University (ZA)
Quality Education
Openalex Percentile: Top 76%
Educational Games and Gamification
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