Constraints in the Integration of Gamification in Learning Management Systems in Higher Education

Rationale of Study – Integrating gamification in Learning Management Systems (LMSs) in higher education is a complex undertaking often flawed by several constraints. This study focused on determining the constraints in integrating gamification technologies in LMSs. Methodology – Descriptive survey research design and inferential and descriptive statistics were employed in data analysis. The census sampling technique was adopted because of the small population size of 81 respondents. Questionnaires integrated into a modular object-oriented dynamic learning environment were administered to 81 respondents for data collection. The secondary data was accessed and downloaded from the Dimensions research database, whose articles spanned from 2015 to 2024. VOSviewer and Bibliometrix packages in R, JASP, and SPSS software were used to analyse data, and the results were presented in tables, charts, and statistical narratives. Findings – The study confirmed constraints when integrating gamification elements in LMSs. For students' motivational learning experience, constraints are inexorable in integrating these innovative technologies that any higher education institution may not avoid. The study recommends that the university management support learners’ technical team and lecturers with the appropriate eLearning infrastructures, among other necessary resources, to proactively help the LMS stakeholders overcome any constraints that may arise in the integration of gamification in education. Implications – This study is significant to institutional policymakers and eLearning instructional designers in meeting the fourth sustainable development goal that ensures inclusive and equitable quality education and promotes lifelong learning opportunities for everybody. Originality - This paper contributes to the understanding of the various constraints facing the integration of gamification in the higher education through bibliometric analysis and experimental research design and consequently making its implementation successful.

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Publication Details

Journal
Regional journal of information and knowledge management.
Published
2025-05-26
DOI
https://doi.org/10.70759/rtpawh95
Primary Topic
Educational Games and Gamification
Type
article
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Constraints in the Integration of Gamification in Learning Management Systems in Higher Education

Benard Maake, Ronald Snijder, Jane Maina, Ben Mariga Bogonko
Regional journal of information and knowledge management.
Educational Games and Gamification
article

Constraints in the Integration of Gamification in Learning Management Systems in Higher Education

Benard Maake, Ronald Snijder, Jane Maina, Ben Mariga Bogonko
article en

Abstract

Rationale of Study – Integrating gamification in Learning Management Systems (LMSs) in higher education is a complex undertaking often flawed by several constraints. This study focused on determining the constraints in integrating gamification technologies in LMSs. Methodology – Descriptive survey research design and inferential and descriptive statistics were employed in data analysis. The census sampling technique was adopted because of the small population size of 81 respondents. Questionnaires integrated into a modular object-oriented dynamic learning environment were administered to 81 respondents for data collection. The secondary data was accessed and downloaded from the Dimensions research database, whose articles spanned from 2015 to 2024. VOSviewer and Bibliometrix packages in R, JASP, and SPSS software were used to analyse data, and the results were presented in tables, charts, and statistical narratives. Findings – The study confirmed constraints when integrating gamification elements in LMSs. For students' motivational learning experience, constraints are inexorable in integrating these innovative technologies that any higher education institution may not avoid. The study recommends that the university management support learners’ technical team and lecturers with the appropriate eLearning infrastructures, among other necessary resources, to proactively help the LMS stakeholders overcome any constraints that may arise in the integration of gamification in education. Implications – This study is significant to institutional policymakers and eLearning instructional designers in meeting the fourth sustainable development goal that ensures inclusive and equitable quality education and promotes lifelong learning opportunities for everybody. Originality - This paper contributes to the understanding of the various constraints facing the integration of gamification in the higher education through bibliometric analysis and experimental research design and consequently making its implementation successful.

Regional journal of information and knowledge management.Vol. 10(1)
Kisii University (KE)
Openalex Percentile: Top 89%
Educational Games and Gamification
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